assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes

This commit is contained in:
Regalis
2015-08-03 23:25:22 +03:00
parent 01b1dfe0df
commit 9149408b36
44 changed files with 674 additions and 324 deletions

View File

@@ -82,7 +82,14 @@ namespace Subsurface.Particles
color = prefab.startColor;
alpha = prefab.startAlpha;
velocityChange = prefab.velocityChange;
velocityChange = prefab.velocityChange;
if (prefab.rotateToDirection)
{
this.rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
prevRotation = rotation;
}
}
public bool Update(float deltaTime)
@@ -93,7 +100,10 @@ namespace Subsurface.Particles
if (prefab.rotateToDirection)
{
rotation = MathUtils.VectorToAngle(velocity);
if (velocityChange != Vector2.Zero || angularVelocity != 0.0f)
{
rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
}
}
else
{
@@ -153,15 +163,17 @@ namespace Subsurface.Particles
drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
spriteBatch.Draw(
prefab.sprite.Texture,
drawPosition,
null,
color*alpha,
drawRotation,
prefab.sprite.origin,
size,
SpriteEffects.None, prefab.sprite.Depth);
prefab.sprite.Draw(spriteBatch, drawPosition, color*alpha, drawRotation, size.X, SpriteEffects.None, prefab.sprite.Depth);
//spriteBatch.Draw(
// prefab.sprite.Texture,
// drawPosition,
// null,
// color*alpha,
// drawRotation,
// prefab.sprite.origin,
// size,
// SpriteEffects.None, prefab.sprite.Depth);
prevPosition = position;
prevRotation = rotation;