v0.13.0.11
This commit is contained in:
@@ -29,7 +29,16 @@ namespace Barotrauma
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get { return texture != null && !cannotBeLoaded; }
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}
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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public Sprite(Sprite other) : this(other.texture, other.sourceRect, other.offset, other.rotation)
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{
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FilePath = other.FilePath;
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FullPath = other.FullPath;
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Compress = other.Compress;
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size = other.size;
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effects = other.effects;
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}
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f, string path = null)
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{
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this.texture = texture;
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@@ -45,6 +54,8 @@ namespace Barotrauma
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rotation = newRotation;
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FilePath = path;
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AddToList(this);
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}
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@@ -172,22 +183,22 @@ namespace Barotrauma
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return null;
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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public void Draw(ISpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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{
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this.Draw(spriteBatch, pos, Color.White, rotate, scale, spriteEffect);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, this.origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public virtual void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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if (Texture == null) { return; }
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//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
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@@ -209,12 +220,12 @@ namespace Barotrauma
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}
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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public void DrawTiled(ISpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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Color? color = null, Vector2? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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if (Texture == null) { return; }
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//Init optional values
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Vector2 drawOffset = startOffset.HasValue ? startOffset.Value : Vector2.Zero;
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Vector2 drawOffset = startOffset ?? Vector2.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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Color drawColor = color ?? Color.White;
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@@ -224,17 +235,20 @@ namespace Barotrauma
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//wrap the drawOffset inside the sourceRect
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drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
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drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
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Vector2 flippedDrawOffset = Vector2.Zero;
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if (flipHorizontal)
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{
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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drawOffset.X += (sourceRect.Width * scale.X - diff) / scale.X;
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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flippedDrawOffset.X = (int)((sourceRect.Width * scale.X - diff) / scale.X);
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}
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if (flipVertical)
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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drawOffset.Y += (sourceRect.Height * scale.Y - diff) / scale.Y;
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flippedDrawOffset.Y = (int)((sourceRect.Height * scale.Y - diff) / scale.Y);
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}
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drawOffset += flippedDrawOffset;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
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//how many times the texture needs to be drawn on the y-axis
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@@ -262,6 +276,10 @@ namespace Barotrauma
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{
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texPerspective.X += (int)diff;
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}
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if (!flipVertical)
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{
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texPerspective.Y += (int)diff;
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}
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}
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//drawing an offset flipped sprite, need to draw an extra slice to the left side
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if (currDrawPosition.X > position.X && x == 0)
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@@ -278,7 +296,7 @@ namespace Barotrauma
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if (flipVertical)
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{
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slicePos.Y += size.Y;
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slicePos.Y += flippedDrawOffset.Y;
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}
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spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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@@ -5,14 +5,14 @@ namespace Barotrauma
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{
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partial class SpriteSheet : Sprite
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{
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public override void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = default(float?))
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public override void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = default(float?))
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{
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if (texture == null) return;
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spriteBatch.Draw(texture, pos + offset, sourceRects[0], color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
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}
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public void Draw(SpriteBatch spriteBatch, int spriteIndex, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = default(float?))
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public void Draw(ISpriteBatch spriteBatch, int spriteIndex, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = default(float?))
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{
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if (texture == null) return;
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