Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,149 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Particles
|
||||
{
|
||||
enum ParticleBlendState
|
||||
{
|
||||
AlphaBlend, Additive, Distortion
|
||||
}
|
||||
|
||||
class ParticleManager
|
||||
{
|
||||
public static int particleCount;
|
||||
|
||||
private const int MaxOutOfViewDist = 500;
|
||||
|
||||
private const int MaxParticles = 1500;
|
||||
private Particle[] particles;
|
||||
|
||||
private Dictionary<string, ParticlePrefab> prefabs;
|
||||
|
||||
Camera cam;
|
||||
|
||||
public ParticleManager(string configFile, Camera cam)
|
||||
{
|
||||
this.cam = cam;
|
||||
|
||||
particles = new Particle[MaxParticles];
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(configFile);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
prefabs = new Dictionary<string, ParticlePrefab>();
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
if (prefabs.ContainsKey(element.Name.ToString()))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + configFile + "! Each particle prefab must have a unique name.");
|
||||
continue;
|
||||
}
|
||||
prefabs.Add(element.Name.ToString(), new ParticlePrefab(element));
|
||||
}
|
||||
}
|
||||
|
||||
public Particle CreateParticle(string prefabName, Vector2 position, float angle, float speed, Hull hullGuess = null)
|
||||
{
|
||||
return CreateParticle(prefabName, position, new Vector2((float)Math.Cos(angle), (float)-Math.Sin(angle)) * speed, angle, hullGuess);
|
||||
}
|
||||
|
||||
public Particle CreateParticle(string prefabName, Vector2 position, Vector2 speed, float rotation=0.0f, Hull hullGuess = null)
|
||||
{
|
||||
ParticlePrefab prefab = FindPrefab(prefabName);
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Particle prefab \"" + prefabName+"\" not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
return CreateParticle(prefab, position, speed, rotation, hullGuess);
|
||||
}
|
||||
|
||||
public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation = 0.0f, Hull hullGuess = null)
|
||||
{
|
||||
if (!Submarine.RectContains(MathUtils.ExpandRect(cam.WorldView, MaxOutOfViewDist), position)) return null;
|
||||
//if (!cam.WorldView.Contains(position)) return null;
|
||||
|
||||
if (particleCount >= MaxParticles) return null;
|
||||
|
||||
if (particles[particleCount] == null) particles[particleCount] = new Particle();
|
||||
|
||||
particles[particleCount].Init(prefab, position, speed, rotation, hullGuess);
|
||||
|
||||
particleCount++;
|
||||
|
||||
return particles[particleCount-1];
|
||||
|
||||
}
|
||||
|
||||
public ParticlePrefab FindPrefab(string prefabName)
|
||||
{
|
||||
ParticlePrefab prefab;
|
||||
prefabs.TryGetValue(prefabName, out prefab);
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Particle prefab " + prefabName + " not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private void RemoveParticle(int index)
|
||||
{
|
||||
particleCount--;
|
||||
|
||||
Particle swap = particles[index];
|
||||
particles[index] = particles[particleCount];
|
||||
particles[particleCount] = swap;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
bool remove = false;
|
||||
try
|
||||
{
|
||||
remove = !particles[i].Update(deltaTime);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Particle update failed", e);
|
||||
remove = true;
|
||||
}
|
||||
|
||||
if (remove) RemoveParticle(i);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransforms()
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
particles[i].UpdateDrawPos();
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool inWater, ParticleBlendState blendState)
|
||||
{
|
||||
ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;
|
||||
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
if (particles[i].BlendState != blendState) continue;
|
||||
if (!particles[i].DrawTarget.HasFlag(drawTarget)) continue;
|
||||
|
||||
particles[i].Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user