Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
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{
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public override void UpdateHUD(Character character)
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{
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if (character != Character.Controlled || character != user) return;
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if (Screen.Selected != GameMain.EditMapScreen &&
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character.IsKeyHit(InputType.Select) &&
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character.SelectedConstruction == this.item) character.SelectedConstruction = null;
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if (HighlightedWire != null)
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{
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HighlightedWire.Item.IsHighlighted = true;
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if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true;
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if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true;
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (character != Character.Controlled || character != user) return;
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HighlightedWire = null;
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Connection.DrawConnections(spriteBatch, this, character);
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}
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public override XElement Save(XElement parentElement)
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{
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XElement componentElement = base.Save(parentElement);
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foreach (Connection c in Connections)
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{
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c.Save(componentElement);
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}
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return componentElement;
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}
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}
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}
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@@ -0,0 +1,256 @@
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
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{
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partial class WireSection
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{
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public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
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{
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spriteBatch.Draw(wireSprite.Texture,
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new Vector2(start.X + offset.X, -(start.Y + offset.Y)), null, color,
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-angle,
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2(length / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
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{
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start.Y = -start.Y;
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end.Y = -end.Y;
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spriteBatch.Draw(wireSprite.Texture,
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start, null, color,
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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}
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (sections.Count == 0 && !IsActive)
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{
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Drawable = false;
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return;
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}
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Vector2 drawOffset = Vector2.Zero;
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if (item.Submarine != null)
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{
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drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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}
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float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f);
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if (item.IsHighlighted)
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{
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, Color.Gold, drawOffset, depth + 0.00001f, 0.7f);
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}
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}
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else if (item.IsSelected)
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{
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, Color.Red, drawOffset, depth + 0.00001f, 0.7f);
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}
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}
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
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}
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if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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WireSection.Draw(
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spriteBatch,
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new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
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new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
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item.Color * 0.5f,
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depth,
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0.3f);
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}
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if (!editing || !GameMain.EditMapScreen.WiringMode) return;
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for (int i = 0; i < nodes.Count; i++)
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{
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Vector2 drawPos = nodes[i];
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if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
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drawPos.Y = -drawPos.Y;
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if (item.IsSelected)
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f);
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if (highlightedNodeIndex == i)
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
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}
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}
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else
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
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}
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}
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}
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public static void UpdateEditing(List<Wire> wires)
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{
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//dragging a node of some wire
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if (draggingWire != null)
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{
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//cancel dragging
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if (!PlayerInput.LeftButtonHeld())
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{
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draggingWire = null;
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selectedNodeIndex = null;
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}
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//update dragging
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else
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{
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MapEntity.DisableSelect = true;
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Submarine sub = null;
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if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine;
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if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine;
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos;
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draggingWire.UpdateSections();
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MapEntity.SelectEntity(draggingWire.item);
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}
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return;
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}
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//a wire has been selected -> check if we should start dragging one of the nodes
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float nodeSelectDist = 10, sectionSelectDist = 5;
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highlightedNodeIndex = null;
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if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList[0] is Item)
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{
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Wire selectedWire = ((Item)MapEntity.SelectedList[0]).GetComponent<Wire>();
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if (selectedWire != null)
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{
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Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition);
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//left click while holding ctrl -> check if the cursor is on a wire section,
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//and add a new node if it is
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if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl))
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{
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if (PlayerInput.LeftButtonClicked())
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{
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float temp = 0.0f;
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int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out temp);
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if (closestSectionIndex > -1)
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{
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selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos);
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selectedWire.UpdateSections();
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}
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}
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}
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else
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{
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//check if close enough to a node
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float temp = 0.0f;
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int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out temp);
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if (closestIndex > -1)
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{
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highlightedNodeIndex = closestIndex;
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//start dragging the node
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if (PlayerInput.LeftButtonHeld())
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{
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draggingWire = selectedWire;
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selectedNodeIndex = closestIndex;
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}
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//remove the node
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else if (PlayerInput.RightButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1)
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{
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selectedWire.nodes.RemoveAt(closestIndex);
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selectedWire.UpdateSections();
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}
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}
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}
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}
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}
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//check which wire is highlighted with the cursor
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Wire highlighted = null;
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float closestDist = 0.0f;
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foreach (Wire w in wires)
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{
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Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition);
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float dist = 0.0f;
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if (w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out dist) > -1)
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{
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highlighted = w;
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closestDist = dist;
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}
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if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1)
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{
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highlighted = w;
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closestDist = dist;
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}
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}
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if (highlighted != null)
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{
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highlighted.item.IsHighlighted = true;
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if (PlayerInput.LeftButtonClicked())
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{
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MapEntity.DisableSelect = true;
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MapEntity.SelectEntity(highlighted.item);
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}
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}
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}
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public override XElement Save(XElement parentElement)
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{
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XElement componentElement = base.Save(parentElement);
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if (nodes == null || nodes.Count == 0) return componentElement;
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string[] nodeCoords = new string[nodes.Count * 2];
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for (int i = 0; i < nodes.Count; i++)
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{
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nodeCoords[i * 2] = nodes[i].X.ToString(CultureInfo.InvariantCulture);
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nodeCoords[i * 2 + 1] = nodes[i].Y.ToString(CultureInfo.InvariantCulture);
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}
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componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
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return componentElement;
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}
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}
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}
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