Split Machines ItemComponents

There's still a lot of work to do before we can get the server to compile
This commit is contained in:
Juan Pablo Arce
2017-06-18 14:36:11 -03:00
parent 7168a534ed
commit 8f37e14917
98 changed files with 5264 additions and 4291 deletions
+3 -55
View File
@@ -1,5 +1,4 @@
using Microsoft.Xna.Framework;
using Barotrauma.Lights;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
@@ -8,7 +7,7 @@ using FarseerPhysics;
namespace Barotrauma
{
class Explosion
partial class Explosion
{
private Attack attack;
@@ -36,41 +35,11 @@ namespace Barotrauma
{
Hull hull = Hull.FindHull(worldPosition);
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
Vector2.Zero, 0.0f, hull);
}
for (int i = 0; i < attack.Range * 0.1f; i++)
{
Vector2 bubblePos = Rand.Vector(attack.Range * 0.5f);
GameMain.ParticleManager.CreateParticle("bubbles", worldPosition+bubblePos,
bubblePos, 0.0f, hull);
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", worldPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
}
if (flames)
{
GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
}
if (smoke)
{
GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
}
}
ExplodeProjSpecific(worldPosition, hull);
float displayRange = attack.Range;
if (displayRange < 0.1f) return;
var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null);
CoroutineManager.StartCoroutine(DimLight(light));
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition)/2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f);
@@ -110,28 +79,7 @@ namespace Barotrauma
MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
}
private IEnumerable<object> DimLight(LightSource light)
{
float currBrightness = 1.0f;
float startRange = light.Range;
while (light.Color.A > 0.0f)
{
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
light.Range = startRange * currBrightness;
currBrightness -= CoroutineManager.DeltaTime * 20.0f;
yield return CoroutineStatus.Running;
}
light.Remove();
yield return CoroutineStatus.Success;
}
public static void ApplyExplosionForces(Vector2 worldPosition, float range, float force, float damage = 0.0f, float stun = 0.0f)
{
if (range <= 0.0f) return;