(5a377a8ee) Unstable v0.9.1000.0
This commit is contained in:
@@ -60,10 +60,10 @@ namespace Barotrauma
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var particle = GameMain.ParticleManager.CreateParticle("flame",
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particlePos, particleVel, 0.0f, hull);
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if (particle == null) continue;
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if (particle == null) { continue; }
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//make some of the particles create another firesource when they enter another hull
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if (Rand.Int(20) == 1) particle.OnChangeHull = onChangeHull;
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if (Rand.Int(20) == 1) { particle.OnChangeHull = onChangeHull; }
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particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.Volume, 0.4f), 0.5f, 1.0f);
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@@ -2,6 +2,7 @@
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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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namespace Barotrauma
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{
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@@ -24,7 +25,7 @@ namespace Barotrauma
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public override void Draw(SpriteBatch sb, bool editing, bool back = true)
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{
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if (!GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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{
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Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height / 2.0f));
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GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y) / 10.0f, GUI.Style.Red);
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@@ -121,24 +122,36 @@ namespace Barotrauma
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partial void EmitParticles(float deltaTime)
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{
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if (flowTargetHull == null) return;
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if (flowTargetHull == null) { return; }
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if (linkedTo.Count == 2 && linkedTo[0] is Hull hull1 && linkedTo[1] is Hull hull2)
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{
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//no flow particles between linked hulls (= rooms consisting of multiple hulls)
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if (hull1.linkedTo.Contains(hull2)) { return; }
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if (hull1.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { return; }
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if (hull2.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { return; }
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}
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Vector2 pos = Position;
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if (IsHorizontal)
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{
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pos.X += Math.Sign(flowForce.X);
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pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y) + 10;
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pos.Y = MathHelper.Clamp(Rand.Range(higherSurface, lowerSurface), rect.Y - rect.Height, rect.Y);
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}
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else
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{
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pos.Y += Math.Sign(flowForce.Y) * rect.Height / 2.0f;
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}
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//spawn less particles when there's already a large number of them
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float particleAmountMultiplier = 1.0f - GameMain.ParticleManager.ParticleCount / (float)GameMain.ParticleManager.MaxParticles;
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particleAmountMultiplier *= particleAmountMultiplier;
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//light dripping
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if (open < 0.2f && LerpedFlowForce.LengthSquared() > 100.0f)
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{
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particleTimer += deltaTime;
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float particlesPerSec = open * 100.0f;
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float particlesPerSec = open * 100.0f * particleAmountMultiplier;
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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@@ -174,12 +187,13 @@ namespace Barotrauma
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particleTimer += deltaTime;
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if (IsHorizontal)
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{
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float particlesPerSec = open * rect.Height * 0.1f;
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float particlesPerSec = open * rect.Height * 0.1f * particleAmountMultiplier;
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if (openedTimer > 0.0f) { particlesPerSec *= 1.0f + openedTimer * 10.0f; }
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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Vector2 velocity = new Vector2(
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
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if (flowTargetHull.WaterVolume < flowTargetHull.Volume * 0.95f)
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@@ -191,11 +205,11 @@ namespace Barotrauma
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if (particle != null)
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{
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particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f);
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particle.Size *= Math.Min(Math.Abs(flowForce.X / 500.0f), 5.0f);
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}
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}
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if (Math.Abs(flowForce.X) > 300.0f)
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if (Math.Abs(flowForce.X) > 300.0f && flowTargetHull.WaterVolume > flowTargetHull.Volume * 0.1f)
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{
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pos.X += Math.Sign(flowForce.X) * 10.0f;
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if (rect.Height < 32)
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@@ -211,7 +225,7 @@ namespace Barotrauma
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 10.0f, 0, flowTargetHull);
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velocity, 0, flowTargetHull);
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}
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particleTimer -= emitInterval;
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}
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@@ -220,7 +234,7 @@ namespace Barotrauma
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{
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if (Math.Sign(flowTargetHull.Rect.Y - rect.Y) != Math.Sign(lerpedFlowForce.Y)) return;
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float particlesPerSec = open * rect.Width * 0.3f;
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float particlesPerSec = open * rect.Width * 0.3f * particleAmountMultiplier;
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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@@ -237,7 +251,7 @@ namespace Barotrauma
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velocity, 0, FlowTargetHull);
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if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
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}
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if (Math.Abs(flowForce.Y) > 190.0f && Rand.Range(0.0f, 1.0f) < 0.3f)
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if (Math.Abs(flowForce.Y) > 190.0f && Rand.Range(0.0f, 1.0f) < 0.3f && flowTargetHull.WaterVolume > flowTargetHull.Volume * 0.1f)
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{
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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@@ -14,7 +14,7 @@ namespace Barotrauma
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{
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public const int MaxDecalsPerHull = 10;
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private List<Decal> decals = new List<Decal>();
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private readonly List<Decal> decals = new List<Decal>();
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private float serverUpdateDelay;
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private float remoteWaterVolume, remoteOxygenPercentage;
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@@ -23,6 +23,8 @@ namespace Barotrauma
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private bool networkUpdatePending;
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private float networkUpdateTimer;
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private double lastAmbientLightEditTime;
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public override bool SelectableInEditor
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{
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get
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@@ -232,33 +234,36 @@ namespace Barotrauma
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return;
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}
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/*if (!Visible)
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if (!ShowHulls && !GameMain.DebugDraw) { return; }
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if (!editing && (!GameMain.DebugDraw || Screen.Selected.Cam.Zoom < 0.1f)) { return; }
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float alpha = 1.0f;
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float hideTimeAfterEdit = 3.0f;
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if (lastAmbientLightEditTime > Timing.TotalTime - hideTimeAfterEdit * 2.0f)
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{
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drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Black, true,
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0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}*/
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if (!ShowHulls && !GameMain.DebugDraw) return;
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if (!editing && (!GameMain.DebugDraw || Screen.Selected.Cam.Zoom < 0.1f)) return;
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alpha = Math.Min((float)(Timing.TotalTime - lastAmbientLightEditTime) / hideTimeAfterEdit - 1.0f, 1.0f);
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}
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Rectangle drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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if ((IsSelected || IsHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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(IsHighlighted ? Color.LightBlue * 0.8f : GUI.Style.Red * 0.5f) * alpha, false, 0, (int)Math.Max(5.0f / Screen.Selected.Cam.Zoom, 1.0f));
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}
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f));
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Color.Blue * alpha, false, (ID % 255) * 0.000001f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
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GUI.Style.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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GUI.Style.Red * ((100.0f - OxygenPercentage) / 400.0f) * alpha, true, 0, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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if (GameMain.DebugDraw)
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{
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@@ -277,10 +282,12 @@ namespace Barotrauma
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foreach (FireSource fs in FireSources)
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{
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Rectangle fireSourceRect = new Rectangle((int)fs.WorldPosition.X, -(int)fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y);
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GUI.DrawRectangle(spriteBatch, fireSourceRect, GUI.Style.Orange, false, 0, 5);
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GUI.DrawRectangle(spriteBatch, fireSourceRect, GUI.Style.Red, false, 0, 5);
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GUI.DrawRectangle(spriteBatch, new Rectangle(fireSourceRect.X - (int)fs.DamageRange, fireSourceRect.Y, fireSourceRect.Width + (int)fs.DamageRange * 2, fireSourceRect.Height), GUI.Style.Orange, false, 0, 5);
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//GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.LastExtinguishPos.X, (int)-fs.LastExtinguishPos.Y, 5,5), Color.Yellow, true);
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}
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/*GUI.DrawLine(spriteBatch, new Vector2(drawRect.X, -WorldSurface), new Vector2(drawRect.Right, -WorldSurface), Color.Cyan * 0.5f);
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for (int i = 0; i < waveY.Length - 1; i++)
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{
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@@ -290,24 +297,15 @@ namespace Barotrauma
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}*/
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}
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if ((IsSelected || IsHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X + 5, -drawRect.Y + 5),
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new Vector2(rect.Width - 10, rect.Height - 10),
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IsHighlighted ? Color.LightBlue * 0.5f : GUI.Style.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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if (e is Hull linkedHull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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@@ -315,7 +313,7 @@ namespace Barotrauma
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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@@ -326,22 +324,22 @@ namespace Barotrauma
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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public static void UpdateVertices(Camera cam, WaterRenderer renderer)
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{
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foreach (EntityGrid entityGrid in EntityGrids)
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{
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if (entityGrid.WorldRect.X > cam.WorldView.Right || entityGrid.WorldRect.Right < cam.WorldView.X) continue;
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if (entityGrid.WorldRect.Y - entityGrid.WorldRect.Height > cam.WorldView.Y || entityGrid.WorldRect.Y < cam.WorldView.Y - cam.WorldView.Height) continue;
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if (entityGrid.WorldRect.X > cam.WorldView.Right || entityGrid.WorldRect.Right < cam.WorldView.X) { continue; }
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if (entityGrid.WorldRect.Y - entityGrid.WorldRect.Height > cam.WorldView.Y || entityGrid.WorldRect.Y < cam.WorldView.Y - cam.WorldView.Height) { continue; }
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var allEntities = entityGrid.GetAllEntities();
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foreach (Hull hull in allEntities)
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{
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hull.UpdateVertices(graphicsDevice, cam, entityGrid, renderer);
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hull.UpdateVertices(cam, entityGrid, renderer);
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}
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}
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}
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private void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, EntityGrid entityGrid, WaterRenderer renderer)
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private void UpdateVertices(Camera cam, EntityGrid entityGrid, WaterRenderer renderer)
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{
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Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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@@ -451,7 +449,7 @@ namespace Barotrauma
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}
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//we only create a new quad if this is the first or the last one, of if there's a wave large enough that we need more geometry
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if (i == end - 1 || i == start || Math.Abs(prevCorners[1].Y - corners[3].Y) > 1.0f)
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if (i == end - 1 || i == start || Math.Abs(prevCorners[1].Y - corners[2].Y) > 0.01f)
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{
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(prevCorners[0], prevUVs[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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@@ -554,11 +552,10 @@ namespace Barotrauma
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remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
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bool hasFireSources = message.ReadBoolean();
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int fireSourceCount = 0;
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remoteFireSources = new List<Vector3>();
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if (hasFireSources)
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{
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fireSourceCount = message.ReadRangedInteger(0, 16);
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int fireSourceCount = message.ReadRangedInteger(0, 16);
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for (int i = 0; i < fireSourceCount; i++)
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{
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remoteFireSources.Add(new Vector3(
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@@ -18,6 +18,7 @@ namespace Barotrauma
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foreach (Pair<MapEntityPrefab, Rectangle> entity in DisplayEntities)
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{
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if (entity.First is CoreEntityPrefab) { continue; }
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Rectangle drawRect = entity.Second;
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drawRect = new Rectangle(
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(int)(drawRect.X * scale) + drawArea.Center.X, (int)((drawRect.Y) * scale) - drawArea.Center.Y,
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@@ -33,7 +34,9 @@ namespace Barotrauma
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foreach (Pair<MapEntityPrefab, Rectangle> entity in DisplayEntities)
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{
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Rectangle drawRect = entity.Second;
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drawRect.Location += Submarine.MouseToWorldGrid(cam, Submarine.MainSub).ToPoint();
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drawRect.Location += placePosition != Vector2.Zero ? placePosition.ToPoint() : Submarine.MouseToWorldGrid(cam, Submarine.MainSub).ToPoint();
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entity.First.DrawPlacing(spriteBatch, drawRect, entity.First.Scale);
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}
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}
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@@ -91,11 +91,11 @@ namespace Barotrauma
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public void RenderWater(SpriteBatch spriteBatch, RenderTarget2D texture, Camera cam)
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{
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spriteBatch.GraphicsDevice.BlendState = BlendState.NonPremultiplied;
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WaterEffect.Parameters["xTexture"].SetValue(texture);
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Vector2 distortionStrength = cam == null ? DistortionStrength : DistortionStrength * cam.Zoom;
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WaterEffect.Parameters["xWaveWidth"].SetValue(DistortionStrength.X);
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WaterEffect.Parameters["xWaveHeight"].SetValue(DistortionStrength.Y);
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WaterEffect.Parameters["xWaveWidth"].SetValue(distortionStrength.X);
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WaterEffect.Parameters["xWaveHeight"].SetValue(distortionStrength.Y);
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if (BlurAmount > 0.0f)
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{
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WaterEffect.CurrentTechnique = WaterEffect.Techniques["WaterShaderBlurred"];
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@@ -111,6 +111,9 @@ namespace Barotrauma
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offset += (cam.Position - new Vector2(cam.WorldView.Width / 2.0f, -cam.WorldView.Height / 2.0f));
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offset.Y += cam.WorldView.Height;
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offset.X += cam.WorldView.Width;
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#if LINUX || OSX
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offset.X += cam.WorldView.Width;
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#endif
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offset *= DistortionScale;
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}
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offset.Y = -offset.Y;
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@@ -176,6 +179,9 @@ namespace Barotrauma
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spriteBatch.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, subVerts.Value, 0, PositionInIndoorsBuffer[subVerts.Key] / 3);
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}
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WaterEffect.Parameters["xTexture"].SetValue((Texture2D)null);
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WaterEffect.CurrentTechnique.Passes[0].Apply();
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}
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public void ScrollWater(Vector2 vel, float deltaTime)
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@@ -195,7 +201,10 @@ namespace Barotrauma
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, PositionInBuffer / 3);
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, PositionInBuffer / 3);
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basicEffect.Texture = null;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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}
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public void ResetBuffers()
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@@ -93,9 +93,9 @@ namespace Barotrauma.Lights
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public static BasicEffect shadowEffect;
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public static BasicEffect penumbraEffect;
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private Segment[] segments = new Segment[4];
|
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private SegmentPoint[] vertices = new SegmentPoint[4];
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private SegmentPoint[] losVertices = new SegmentPoint[4];
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||||
private readonly Segment[] segments = new Segment[4];
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private readonly SegmentPoint[] vertices = new SegmentPoint[4];
|
||||
private readonly SegmentPoint[] losVertices = new SegmentPoint[4];
|
||||
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||||
private readonly bool[] backFacing;
|
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private readonly bool[] ignoreEdge;
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@@ -106,6 +106,8 @@ namespace Barotrauma.Lights
|
||||
public VertexPositionTexture[] PenumbraVertices { get; private set; }
|
||||
public int ShadowVertexCount { get; private set; }
|
||||
|
||||
private readonly HashSet<ConvexHull> overlappingHulls = new HashSet<ConvexHull>();
|
||||
|
||||
public MapEntity ParentEntity { get; private set; }
|
||||
|
||||
private bool enabled;
|
||||
@@ -176,7 +178,7 @@ namespace Barotrauma.Lights
|
||||
if (door != null) { isHorizontal = door.IsHorizontal; }
|
||||
}
|
||||
|
||||
var chList = HullLists.Find(x => x.Submarine == parent.Submarine);
|
||||
var chList = HullLists.Find(h => h.Submarine == parent.Submarine);
|
||||
if (chList == null)
|
||||
{
|
||||
chList = new ConvexHullList(parent.Submarine);
|
||||
@@ -194,10 +196,12 @@ namespace Barotrauma.Lights
|
||||
|
||||
private void MergeOverlappingSegments(ConvexHull ch)
|
||||
{
|
||||
if (ch == this) return;
|
||||
|
||||
if (ch == this) { return; }
|
||||
|
||||
if (isHorizontal == ch.isHorizontal)
|
||||
{
|
||||
if (BoundingBox == ch.BoundingBox) { return; }
|
||||
|
||||
//hide segments that are roughly at the some position as some other segment (e.g. the ends of two adjacent wall pieces)
|
||||
float mergeDist = 32;
|
||||
float mergeDistSqr = mergeDist * mergeDist;
|
||||
@@ -206,6 +210,7 @@ namespace Barotrauma.Lights
|
||||
for (int j = 0; j < ch.segments.Length; j++)
|
||||
{
|
||||
if (segments[i].IsHorizontal != ch.segments[j].IsHorizontal) { continue; }
|
||||
if (ignoreEdge[i] || ch.ignoreEdge[j]) { continue; }
|
||||
|
||||
//the segments must be at different sides of the convex hulls to be merged
|
||||
//(e.g. the right edge of a wall piece and the left edge of another one)
|
||||
@@ -247,6 +252,7 @@ namespace Barotrauma.Lights
|
||||
p.Y >= ch.BoundingBox.Y && p.Y <= ch.BoundingBox.Bottom)
|
||||
{
|
||||
ignoreEdge[i] = true;
|
||||
overlappingHulls.Add(ch);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -283,11 +289,25 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
else
|
||||
{
|
||||
losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
|
||||
(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
|
||||
losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
|
||||
(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
|
||||
if (Vector2.DistanceSquared(losVertices[startPointIndex].Pos, segment1.Start.Pos) <
|
||||
Vector2.DistanceSquared(losVertices[startPointIndex].Pos, segment1.End.Pos))
|
||||
{
|
||||
losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
|
||||
(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
|
||||
losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
|
||||
(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
|
||||
(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
|
||||
losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
|
||||
(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
|
||||
}
|
||||
}
|
||||
|
||||
overlappingHulls.Add(segment2.ConvexHull);
|
||||
segment2.ConvexHull.overlappingHulls.Add(this);
|
||||
}
|
||||
|
||||
public void Rotate(Vector2 origin, float amount)
|
||||
@@ -328,7 +348,26 @@ namespace Barotrauma.Lights
|
||||
|
||||
LastVertexChangeTime = (float)Timing.TotalTime;
|
||||
|
||||
overlappingHulls.Clear();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
ignoreEdge[i] = false;
|
||||
}
|
||||
|
||||
CalculateDimensions();
|
||||
|
||||
if (ParentEntity == null) { return; }
|
||||
|
||||
var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine);
|
||||
if (chList != null)
|
||||
{
|
||||
overlappingHulls.Clear();
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
MergeOverlappingSegments(ch);
|
||||
ch.MergeOverlappingSegments(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVertices(Vector2[] points, Matrix? rotationMatrix = null)
|
||||
@@ -348,6 +387,8 @@ namespace Barotrauma.Lights
|
||||
ignoreEdge[i] = false;
|
||||
}
|
||||
|
||||
overlappingHulls.Clear();
|
||||
|
||||
int margin = 0;
|
||||
if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[2].Y))
|
||||
{
|
||||
@@ -381,9 +422,10 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (ParentEntity == null) return;
|
||||
|
||||
var chList = HullLists.Find(x => x.Submarine == ParentEntity.Submarine);
|
||||
var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine);
|
||||
if (chList != null)
|
||||
{
|
||||
overlappingHulls.Clear();
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
MergeOverlappingSegments(ch);
|
||||
@@ -484,8 +526,8 @@ namespace Barotrauma.Lights
|
||||
|
||||
//find beginning and ending vertices which
|
||||
//belong to the shadow
|
||||
int startingIndex = 0;
|
||||
int endingIndex = 0;
|
||||
int startingIndex = -1;
|
||||
int endingIndex = -1;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int currentEdge = i;
|
||||
@@ -498,6 +540,8 @@ namespace Barotrauma.Lights
|
||||
startingIndex = nextEdge;
|
||||
}
|
||||
|
||||
if (startingIndex == -1 || endingIndex == -1) { return; }
|
||||
|
||||
//nr of vertices that are in the shadow
|
||||
if (endingIndex > startingIndex)
|
||||
ShadowVertexCount = endingIndex - startingIndex + 1;
|
||||
@@ -663,7 +707,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
var chList = HullLists.Find(x => x.Submarine == ParentEntity.Submarine);
|
||||
var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine);
|
||||
|
||||
if (chList != null)
|
||||
{
|
||||
@@ -672,8 +716,19 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
HullLists.Remove(chList);
|
||||
}
|
||||
foreach (ConvexHull ch2 in overlappingHulls)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
ch2.ignoreEdge[i] = false;
|
||||
}
|
||||
ch2.overlappingHulls.Remove(this);
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
ch.MergeOverlappingSegments(ch2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -11,18 +11,6 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
class LightManager
|
||||
{
|
||||
private const float AmbientLightUpdateInterval = 0.2f;
|
||||
private const float AmbientLightFalloff = 0.8f;
|
||||
|
||||
/// <summary>
|
||||
/// Enables a feature that makes lights inside the hull increase the brightness of the entire hull
|
||||
/// and adjacent ones to some extent, if there are gaps for the lights to pass through.
|
||||
/// Prevents unnaturally dark looking shadows in otherwise well-lit submarines, but disabled at least for
|
||||
/// the time being because it makes the lighting behave unpredictably and may cause rooms to appear
|
||||
/// excessively bright if different lighting conditions aren't tested and accounted for.
|
||||
/// </summary>
|
||||
private static readonly bool UseHullSpecificAmbientLight = false;
|
||||
|
||||
public static Entity ViewTarget { get; set; }
|
||||
|
||||
private float currLightMapScale;
|
||||
@@ -57,7 +45,7 @@ namespace Barotrauma.Lights
|
||||
public Effect LosEffect { get; private set; }
|
||||
public Effect SolidColorEffect { get; private set; }
|
||||
|
||||
private List<LightSource> lights;
|
||||
private readonly List<LightSource> lights;
|
||||
|
||||
public bool LosEnabled = true;
|
||||
public LosMode LosMode = LosMode.Transparent;
|
||||
@@ -66,13 +54,8 @@ namespace Barotrauma.Lights
|
||||
|
||||
public bool ObstructVision;
|
||||
|
||||
private Texture2D visionCircle;
|
||||
private readonly Texture2D visionCircle;
|
||||
|
||||
private Dictionary<Hull, Color> hullAmbientLights;
|
||||
private Dictionary<Hull, Color> smoothedHullAmbientLights;
|
||||
|
||||
private float ambientLightUpdateTimer;
|
||||
|
||||
public IEnumerable<LightSource> Lights
|
||||
{
|
||||
get { return lights; }
|
||||
@@ -80,7 +63,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public LightManager(GraphicsDevice graphics, ContentManager content)
|
||||
{
|
||||
lights = new List<LightSource>();
|
||||
lights = new List<LightSource>(100);
|
||||
|
||||
AmbientLight = new Color(20, 20, 20, 255);
|
||||
|
||||
@@ -114,9 +97,6 @@ namespace Barotrauma.Lights
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
hullAmbientLights = new Dictionary<Hull, Color>();
|
||||
smoothedHullAmbientLights = new Dictionary<Hull, Color>();
|
||||
}
|
||||
|
||||
private void CreateRenderTargets(GraphicsDevice graphics)
|
||||
@@ -167,43 +147,12 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (UseHullSpecificAmbientLight)
|
||||
{
|
||||
if (ambientLightUpdateTimer > 0.0f)
|
||||
{
|
||||
ambientLightUpdateTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateAmbientLights();
|
||||
ambientLightUpdateTimer = AmbientLightUpdateInterval;
|
||||
}
|
||||
|
||||
foreach (Hull hull in hullAmbientLights.Keys)
|
||||
{
|
||||
if (!smoothedHullAmbientLights.ContainsKey(hull))
|
||||
{
|
||||
smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
|
||||
{
|
||||
Color targetColor = Color.TransparentBlack;
|
||||
hullAmbientLights.TryGetValue(hull, out targetColor);
|
||||
smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private List<LightSource> activeLights = new List<LightSource>(capacity: 100);
|
||||
private readonly List<LightSource> activeLights = new List<LightSource>(capacity: 100);
|
||||
|
||||
public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
|
||||
{
|
||||
if (!LightingEnabled) return;
|
||||
|
||||
if (!LightingEnabled) { return; }
|
||||
|
||||
if (Math.Abs(currLightMapScale - GameMain.Config.LightMapScale) > 0.01f)
|
||||
{
|
||||
//lightmap scale has changed -> recreate render targets
|
||||
@@ -229,7 +178,16 @@ namespace Barotrauma.Lights
|
||||
light.Position = light.ParentBody.DrawPosition;
|
||||
if (light.ParentSub != null) { light.Position -= light.ParentSub.DrawPosition; }
|
||||
}
|
||||
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.LightSourceParams.TextureRange, viewRect)) { continue; }
|
||||
|
||||
float range = light.LightSourceParams.TextureRange;
|
||||
if (light.LightSprite != null)
|
||||
{
|
||||
float spriteRange = Math.Max(
|
||||
light.LightSprite.size.X * light.SpriteScale.X * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.X - 0.5f)),
|
||||
light.LightSprite.size.Y * light.SpriteScale.Y * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.Y - 0.5f)));
|
||||
range = Math.Max(spriteRange, range);
|
||||
}
|
||||
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, range, viewRect)) { continue; }
|
||||
activeLights.Add(light);
|
||||
}
|
||||
|
||||
@@ -252,16 +210,14 @@ namespace Barotrauma.Lights
|
||||
//draw background lights
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
graphics.SetRenderTarget(LightMap);
|
||||
graphics.Clear(Color.Black);
|
||||
graphics.Clear(AmbientLight);
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
bool backgroundSpritesDrawn = false;
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (!light.IsBackground) { continue; }
|
||||
light.DrawSprite(spriteBatch, cam);
|
||||
if (light.Color.A > 0 && light.Range > 0.0f) { light.DrawLightVolume(spriteBatch, lightEffect, transform); }
|
||||
backgroundSpritesDrawn = true;
|
||||
}
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
@@ -269,33 +225,34 @@ namespace Barotrauma.Lights
|
||||
//draw a black rectangle on hulls to hide background lights behind subs
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
Dictionary<Hull, Rectangle> visibleHulls = null;
|
||||
if (backgroundSpritesDrawn)
|
||||
if (backgroundObstructor != null)
|
||||
{
|
||||
if (backgroundObstructor != null)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
|
||||
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
visibleHulls = GetVisibleHulls(cam);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
|
||||
foreach (Rectangle drawRect in visibleHulls.Values)
|
||||
{
|
||||
//TODO: draw some sort of smoothed rectangle
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(drawRect.Width, drawRect.Height),
|
||||
Color.Black, true);
|
||||
}
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
|
||||
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
|
||||
Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
|
||||
foreach (KeyValuePair<Hull, Rectangle> hull in visibleHulls)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(hull.Value.X, -hull.Value.Y),
|
||||
new Vector2(hull.Value.Width, hull.Value.Height),
|
||||
hull.Key.AmbientLight == Color.TransparentBlack ? Color.Black : hull.Key.AmbientLight.Multiply(hull.Key.AmbientLight.A / 255.0f), true);
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
|
||||
SolidColorEffect.Parameters["color"].SetValue(AmbientLight.ToVector4());
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform, effect: SolidColorEffect);
|
||||
Submarine.DrawDamageable(spriteBatch, null);
|
||||
spriteBatch.End();
|
||||
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
|
||||
|
||||
//draw the focused item and character to highlight them,
|
||||
//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
@@ -318,33 +275,37 @@ namespace Barotrauma.Lights
|
||||
//draw characters to obstruct the highlighted items/characters and light sprites
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
|
||||
SolidColorEffect.Parameters["color"].SetValue(Color.Black.ToVector4());
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidVertexColor"];
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.CurrentHull == null || !character.Enabled) continue;
|
||||
if (Character.Controlled?.FocusedCharacter == character) continue;
|
||||
if (character.CurrentHull == null || !character.Enabled) { continue; }
|
||||
if (Character.Controlled?.FocusedCharacter == character) { continue; }
|
||||
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
|
||||
Color.Black :
|
||||
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.DeformSprite != null) continue;
|
||||
limb.Draw(spriteBatch, cam, Color.Black);
|
||||
if (limb.DeformSprite != null) { continue; }
|
||||
limb.Draw(spriteBatch, cam, lightColor);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
|
||||
DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.Black.ToVector4());
|
||||
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidVertexColor"];
|
||||
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.CurrentHull == null || !character.Enabled) continue;
|
||||
if (Character.Controlled?.FocusedCharacter == character) continue;
|
||||
if (character.CurrentHull == null || !character.Enabled) { continue; }
|
||||
if (Character.Controlled?.FocusedCharacter == character) { continue; }
|
||||
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
|
||||
Color.Black :
|
||||
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.DeformSprite == null) continue;
|
||||
limb.Draw(spriteBatch, cam, Color.Black);
|
||||
if (limb.DeformSprite == null) { continue; }
|
||||
limb.Draw(spriteBatch, cam, lightColor);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
@@ -355,8 +316,6 @@ namespace Barotrauma.Lights
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), AmbientLight, isFilled: true);
|
||||
|
||||
spriteBatch.Draw(LimbLightMap, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), Color.White);
|
||||
|
||||
foreach (ElectricalDischarger discharger in ElectricalDischarger.List)
|
||||
@@ -373,24 +332,7 @@ namespace Barotrauma.Lights
|
||||
lightEffect.World = transform;
|
||||
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
|
||||
|
||||
if (UseHullSpecificAmbientLight)
|
||||
{
|
||||
if (visibleHulls == null)
|
||||
{
|
||||
visibleHulls = GetVisibleHulls(cam);
|
||||
}
|
||||
foreach (Hull hull in smoothedHullAmbientLights.Keys)
|
||||
{
|
||||
if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
|
||||
if (!visibleHulls.TryGetValue(hull, out Rectangle drawRect)) continue;
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(hull.Rect.Width, hull.Rect.Height),
|
||||
smoothedHullAmbientLights[hull], true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
Vector2 haloDrawPos = Character.Controlled.DrawPosition;
|
||||
@@ -592,7 +534,10 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
penumbraVerts.AddRange(convexHull.PenumbraVertices);
|
||||
if (convexHull.ShadowVertexCount > 0)
|
||||
{
|
||||
penumbraVerts.AddRange(convexHull.PenumbraVertices);
|
||||
}
|
||||
}
|
||||
|
||||
if (shadowVerts.Count > 0)
|
||||
@@ -613,86 +558,6 @@ namespace Barotrauma.Lights
|
||||
graphics.SetRenderTarget(null);
|
||||
}
|
||||
|
||||
|
||||
private void CalculateAmbientLights()
|
||||
{
|
||||
hullAmbientLights.Clear();
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.Color.A < 1f || light.Range < 1.0f || light.IsBackground) continue;
|
||||
|
||||
var newAmbientLights = AmbientLightHulls(light);
|
||||
foreach (Hull hull in newAmbientLights.Keys)
|
||||
{
|
||||
if (hullAmbientLights.ContainsKey(hull))
|
||||
{
|
||||
//hull already lit by some other light source -> add the ambient lights up
|
||||
hullAmbientLights[hull] = new Color(
|
||||
hullAmbientLights[hull].R + newAmbientLights[hull].R,
|
||||
hullAmbientLights[hull].G + newAmbientLights[hull].G,
|
||||
hullAmbientLights[hull].B + newAmbientLights[hull].B,
|
||||
hullAmbientLights[hull].A + newAmbientLights[hull].A);
|
||||
}
|
||||
else
|
||||
{
|
||||
hullAmbientLights.Add(hull, newAmbientLights[hull]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add ambient light to the hull the lightsource is inside + all adjacent hulls connected by a gap
|
||||
/// </summary>
|
||||
private Dictionary<Hull, Color> AmbientLightHulls(LightSource light)
|
||||
{
|
||||
Dictionary<Hull, Color> hullAmbientLight = new Dictionary<Hull, Color>();
|
||||
|
||||
var hull = Hull.FindHull(light.WorldPosition);
|
||||
if (hull == null) return hullAmbientLight;
|
||||
|
||||
return AmbientLightHulls(hull, hullAmbientLight, light.Color * Math.Min(light.Range / 1000.0f, 1.0f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A flood fill algorithm that adds ambient light to all hulls the starting hull is connected to
|
||||
/// </summary>
|
||||
private Dictionary<Hull, Color> AmbientLightHulls(Hull hull, Dictionary<Hull, Color> hullAmbientLight, Color currColor)
|
||||
{
|
||||
if (hullAmbientLight.ContainsKey(hull))
|
||||
{
|
||||
if (hullAmbientLight[hull].A > currColor.A)
|
||||
return hullAmbientLight;
|
||||
else
|
||||
hullAmbientLight[hull] = currColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
hullAmbientLight.Add(hull, currColor);
|
||||
}
|
||||
|
||||
Color nextHullLight = currColor * AmbientLightFalloff;
|
||||
//light getting too dark to notice -> no need to spread further
|
||||
if (nextHullLight.A < 20) return hullAmbientLight;
|
||||
|
||||
//use hashset to make sure that each hull is only included once
|
||||
HashSet<Hull> hulls = new HashSet<Hull>();
|
||||
foreach (Gap g in hull.ConnectedGaps)
|
||||
{
|
||||
if (!g.IsRoomToRoom || !g.PassAmbientLight || g.Open < 0.5f) continue;
|
||||
|
||||
hulls.Add((g.linkedTo[0] == hull ? g.linkedTo[1] : g.linkedTo[0]) as Hull);
|
||||
}
|
||||
|
||||
foreach (Hull h in hulls)
|
||||
{
|
||||
hullAmbientLight = AmbientLightHulls(h, hullAmbientLight, nextHullLight);
|
||||
}
|
||||
|
||||
return hullAmbientLight;
|
||||
}
|
||||
|
||||
public void ClearLights()
|
||||
{
|
||||
lights.Clear();
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; private set; } = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable]
|
||||
[Serialize("1.0,1.0,1.0,1.0", true, alwaysUseInstanceValues: true), Editable]
|
||||
public Color Color
|
||||
{
|
||||
get;
|
||||
@@ -25,7 +25,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
private float range;
|
||||
|
||||
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
|
||||
[Serialize(100.0f, true, alwaysUseInstanceValues: true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
@@ -331,7 +331,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (lightSourceParams.DeformableLightSpriteElement != null)
|
||||
{
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement, invert: true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -342,7 +342,7 @@ namespace Barotrauma.Lights
|
||||
lightSourceParams.Persistent = true;
|
||||
if (lightSourceParams.DeformableLightSpriteElement != null)
|
||||
{
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement, invert: true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -952,23 +952,44 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
Vector2 origin = DeformableLightSprite.Origin;
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
if (ParentSub != null)
|
||||
{
|
||||
drawPos += ParentSub.DrawPosition;
|
||||
}
|
||||
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = DeformableLightSprite.Sprite.SourceRect.Width - origin.X;
|
||||
}
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically)
|
||||
{
|
||||
origin.Y = DeformableLightSprite.Sprite.SourceRect.Height - origin.Y;
|
||||
}
|
||||
|
||||
DeformableLightSprite.Draw(
|
||||
cam, new Vector3(drawPos, 0.0f),
|
||||
origin, -Rotation, SpriteScale,
|
||||
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
LightSpriteEffect == SpriteEffects.FlipHorizontally);
|
||||
LightSpriteEffect == SpriteEffects.FlipVertically);
|
||||
}
|
||||
|
||||
if (LightSprite != null)
|
||||
{
|
||||
Vector2 origin = LightSprite.Origin;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally) origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically) origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
}
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically)
|
||||
{
|
||||
origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
||||
}
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
if (ParentSub != null)
|
||||
{
|
||||
drawPos += ParentSub.DrawPosition;
|
||||
}
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
LightSprite.Draw(
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.IO;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
@@ -13,11 +13,28 @@ namespace Barotrauma
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
|
||||
{
|
||||
if (!editing || wallVertices == null) { return; }
|
||||
|
||||
Draw(spriteBatch, Position);
|
||||
|
||||
Color color = IsHighlighted ? GUI.Style.Orange : GUI.Style.Green;
|
||||
if (!Item.ShowLinks) { return; }
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
bool isLinkAllowed = e is Item item && item.HasTag("dock");
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
new Vector2(e.WorldPosition.X, -e.WorldPosition.Y),
|
||||
isLinkAllowed ? GUI.Style.Green * 0.5f : GUI.Style.Red * 0.5f, width: 3);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Vector2 drawPos, float alpha = 1.0f)
|
||||
{
|
||||
Color color = (IsHighlighted) ? GUI.Style.Orange : GUI.Style.Green;
|
||||
if (IsSelected) { color = GUI.Style.Red; }
|
||||
|
||||
Vector2 pos = Position;
|
||||
Vector2 pos = drawPos;
|
||||
|
||||
for (int i = 0; i < wallVertices.Count; i++)
|
||||
{
|
||||
@@ -28,26 +45,14 @@ namespace Barotrauma
|
||||
endPos.Y = -endPos.Y;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
startPos,
|
||||
endPos,
|
||||
color, 0.0f, 5);
|
||||
startPos,
|
||||
endPos,
|
||||
color * alpha, 0.0f, 5);
|
||||
}
|
||||
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawLine(spriteBatch, pos + Vector2.UnitY * 50.0f, pos - Vector2.UnitY * 50.0f, color, 0.0f, 5);
|
||||
GUI.DrawLine(spriteBatch, pos + Vector2.UnitX * 50.0f, pos - Vector2.UnitX * 50.0f, color, 0.0f, 5);
|
||||
|
||||
if (!Item.ShowLinks) { return; }
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
bool isLinkAllowed = e is Item item && item.HasTag("dock");
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
new Vector2(e.WorldPosition.X, -e.WorldPosition.Y),
|
||||
isLinkAllowed ? GUI.Style.Green * 0.5f : GUI.Style.Red * 0.5f, width: 3);
|
||||
}
|
||||
GUI.DrawLine(spriteBatch, pos + Vector2.UnitY * 50.0f, pos - Vector2.UnitY * 50.0f, color * alpha, 0.0f, 5);
|
||||
GUI.DrawLine(spriteBatch, pos + Vector2.UnitX * 50.0f, pos - Vector2.UnitX * 50.0f, color * alpha, 0.0f, 5);
|
||||
}
|
||||
|
||||
public override void UpdateEditing(Camera cam)
|
||||
@@ -100,10 +105,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
var pathContainer = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.2f), paddedFrame.RectTransform), isHorizontal: true);
|
||||
|
||||
var pathBox = new GUITextBox(new RectTransform(new Vector2(0.75f, 1.0f), pathContainer.RectTransform), filePath, font: GUI.SmallFont);
|
||||
var reloadButton = new GUIButton(new RectTransform(new Vector2(0.25f / pathBox.RectTransform.RelativeSize.X, 1.0f), pathBox.RectTransform, Anchor.CenterRight, Pivot.CenterLeft),
|
||||
TextManager.Get("ReloadLinkedSub"), style: "GUIButtonSmall")
|
||||
TextManager.Get("ReloadLinkedSub"), style: "GUIButtonSmall")
|
||||
{
|
||||
OnClicked = Reload,
|
||||
UserData = pathBox,
|
||||
@@ -133,6 +137,7 @@ namespace Barotrauma
|
||||
|
||||
XDocument doc = SubmarineInfo.OpenFile(pathBox.Text);
|
||||
if (doc == null || doc.Root == null) return false;
|
||||
doc.Root.SetAttributeValue("filepath", pathBox.Text);
|
||||
|
||||
pathBox.Flash(GUI.Style.Green);
|
||||
|
||||
|
||||
@@ -16,6 +16,8 @@ namespace Barotrauma
|
||||
|
||||
private static Vector2 startMovingPos = Vector2.Zero;
|
||||
|
||||
private static float keyDelay;
|
||||
|
||||
public static Vector2 StartMovingPos => startMovingPos;
|
||||
|
||||
// Quick undo/redo for size and movement only. TODO: Remove if we do a more general implementation.
|
||||
@@ -132,7 +134,7 @@ namespace Barotrauma
|
||||
if (highlightedListBox == null ||
|
||||
(GUI.MouseOn != highlightedListBox && !highlightedListBox.IsParentOf(GUI.MouseOn)))
|
||||
{
|
||||
UpdateHighlightedListBox(null);
|
||||
UpdateHighlightedListBox(null, false);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -147,11 +149,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (PlayerInput.KeyDown(Keys.Delete))
|
||||
{
|
||||
selectedList.ForEach(e => e.Remove());
|
||||
selectedList.ForEach(e =>
|
||||
{
|
||||
//orphaned wires may already have been removed
|
||||
if (!e.Removed) { e.Remove(); }
|
||||
});
|
||||
selectedList.Clear();
|
||||
}
|
||||
|
||||
if (PlayerInput.KeyDown(Keys.LeftControl) || PlayerInput.KeyDown(Keys.RightControl))
|
||||
if (PlayerInput.IsCtrlDown())
|
||||
{
|
||||
if (PlayerInput.KeyHit(Keys.C))
|
||||
{
|
||||
@@ -244,32 +250,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.MouseSpeed.LengthSquared() > 10)
|
||||
{
|
||||
highlightTimer = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool mouseNearHighlightBox = false;
|
||||
|
||||
if (highlightedListBox != null)
|
||||
{
|
||||
Rectangle expandedRect = highlightedListBox.Rect;
|
||||
expandedRect.Inflate(20, 20);
|
||||
mouseNearHighlightBox = expandedRect.Contains(PlayerInput.MousePosition);
|
||||
if (!mouseNearHighlightBox) highlightedListBox = null;
|
||||
}
|
||||
|
||||
highlightTimer += (float)Timing.Step;
|
||||
if (highlightTimer > 1.0f)
|
||||
{
|
||||
if (!mouseNearHighlightBox)
|
||||
{
|
||||
UpdateHighlightedListBox(highlightedEntities);
|
||||
highlightTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
UpdateHighlighting(highlightedEntities);
|
||||
}
|
||||
|
||||
if (highLightedEntity != null) highLightedEntity.isHighlighted = true;
|
||||
@@ -277,35 +258,65 @@ namespace Barotrauma
|
||||
|
||||
if (GUI.KeyboardDispatcher.Subscriber == null)
|
||||
{
|
||||
int up = PlayerInput.KeyDown(Keys.Up) ? 1 : 0,
|
||||
down = PlayerInput.KeyDown(Keys.Down) ? -1 : 0,
|
||||
left = PlayerInput.KeyDown(Keys.Left) ? -1 : 0,
|
||||
right = PlayerInput.KeyDown(Keys.Right) ? 1 : 0;
|
||||
|
||||
int xKeysDown = (left + right);
|
||||
int yKeysDown = (up + down);
|
||||
|
||||
if (xKeysDown != 0 || yKeysDown != 0) { keyDelay += (float) Timing.Step; } else { keyDelay = 0; }
|
||||
|
||||
Vector2 nudgeAmount = Vector2.Zero;
|
||||
if (PlayerInput.KeyHit(Keys.Up)) nudgeAmount.Y = 1f;
|
||||
|
||||
if (keyDelay >= 0.5f)
|
||||
{
|
||||
nudgeAmount.Y = yKeysDown;
|
||||
nudgeAmount.X = xKeysDown;
|
||||
}
|
||||
|
||||
if (PlayerInput.KeyHit(Keys.Up)) nudgeAmount.Y = 1f;
|
||||
if (PlayerInput.KeyHit(Keys.Down)) nudgeAmount.Y = -1f;
|
||||
if (PlayerInput.KeyHit(Keys.Left)) nudgeAmount.X = -1f;
|
||||
if (PlayerInput.KeyHit(Keys.Right)) nudgeAmount.X = 1f;
|
||||
if (PlayerInput.KeyHit(Keys.Right)) nudgeAmount.X = 1f;
|
||||
if (nudgeAmount != Vector2.Zero)
|
||||
{
|
||||
foreach (MapEntity entityToNudge in selectedList)
|
||||
{
|
||||
entityToNudge.Move(nudgeAmount);
|
||||
}
|
||||
foreach (MapEntity entityToNudge in selectedList) { entityToNudge.Move(nudgeAmount); }
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
keyDelay = 0;
|
||||
}
|
||||
|
||||
bool isShiftDown = PlayerInput.IsShiftDown();
|
||||
|
||||
//started moving selected entities
|
||||
if (startMovingPos != Vector2.Zero)
|
||||
{
|
||||
Item targetContainer = GetPotentialContainer(position, selectedList);
|
||||
|
||||
if (targetContainer != null) { targetContainer.IsHighlighted = true; }
|
||||
|
||||
if (PlayerInput.PrimaryMouseButtonReleased())
|
||||
{
|
||||
//mouse released -> move the entities to the new position of the mouse
|
||||
|
||||
Vector2 moveAmount = position - startMovingPos;
|
||||
moveAmount.X = (float)(moveAmount.X > 0.0f ? Math.Floor(moveAmount.X / Submarine.GridSize.X) : Math.Ceiling(moveAmount.X / Submarine.GridSize.X)) * Submarine.GridSize.X;
|
||||
moveAmount.Y = (float)(moveAmount.Y > 0.0f ? Math.Floor(moveAmount.Y / Submarine.GridSize.Y) : Math.Ceiling(moveAmount.Y / Submarine.GridSize.Y)) * Submarine.GridSize.Y;
|
||||
if (Math.Abs(moveAmount.X) >= Submarine.GridSize.X || Math.Abs(moveAmount.Y) >= Submarine.GridSize.Y)
|
||||
|
||||
if (!isShiftDown)
|
||||
{
|
||||
moveAmount = Submarine.VectorToWorldGrid(moveAmount);
|
||||
moveAmount.X = (float)(moveAmount.X > 0.0f ? Math.Floor(moveAmount.X / Submarine.GridSize.X) : Math.Ceiling(moveAmount.X / Submarine.GridSize.X)) * Submarine.GridSize.X;
|
||||
moveAmount.Y = (float)(moveAmount.Y > 0.0f ? Math.Floor(moveAmount.Y / Submarine.GridSize.Y) : Math.Ceiling(moveAmount.Y / Submarine.GridSize.Y)) * Submarine.GridSize.Y;
|
||||
}
|
||||
|
||||
if (Math.Abs(moveAmount.X) >= Submarine.GridSize.X || Math.Abs(moveAmount.Y) >= Submarine.GridSize.Y || isShiftDown)
|
||||
{
|
||||
if (!isShiftDown) { moveAmount = Submarine.VectorToWorldGrid(moveAmount); }
|
||||
|
||||
//clone
|
||||
if (PlayerInput.KeyDown(Keys.LeftControl) || PlayerInput.KeyDown(Keys.RightControl))
|
||||
if (PlayerInput.IsCtrlDown())
|
||||
{
|
||||
var clones = Clone(selectedList);
|
||||
selectedList = clones;
|
||||
@@ -313,6 +324,7 @@ namespace Barotrauma
|
||||
}
|
||||
else // move
|
||||
{
|
||||
List<MapEntity> deposited = new List<MapEntity>();
|
||||
foreach (MapEntity e in selectedList)
|
||||
{
|
||||
if (e.rectMemento == null)
|
||||
@@ -321,8 +333,23 @@ namespace Barotrauma
|
||||
e.rectMemento.Store(e.Rect);
|
||||
}
|
||||
e.Move(moveAmount);
|
||||
|
||||
if (isShiftDown && e is Item item && targetContainer != null)
|
||||
{
|
||||
if (targetContainer.OwnInventory.TryPutItem(item, Character.Controlled))
|
||||
{
|
||||
GUI.PlayUISound(GUISoundType.DropItem);
|
||||
deposited.Add(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.PlayUISound(GUISoundType.PickItemFail);
|
||||
}
|
||||
}
|
||||
e.rectMemento.Store(e.Rect);
|
||||
}
|
||||
|
||||
deposited.ForEach(entity => { selectedList.Remove(entity); });
|
||||
}
|
||||
}
|
||||
startMovingPos = Vector2.Zero;
|
||||
@@ -357,8 +384,7 @@ namespace Barotrauma
|
||||
|
||||
if (PlayerInput.PrimaryMouseButtonReleased())
|
||||
{
|
||||
if (PlayerInput.KeyDown(Keys.LeftControl) ||
|
||||
PlayerInput.KeyDown(Keys.RightControl))
|
||||
if (PlayerInput.IsCtrlDown())
|
||||
{
|
||||
foreach (MapEntity e in newSelection)
|
||||
{
|
||||
@@ -441,7 +467,84 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private static void UpdateHighlightedListBox(List<MapEntity> highlightedEntities)
|
||||
public static Item GetPotentialContainer(Vector2 position, List<MapEntity> entities = null)
|
||||
{
|
||||
Item targetContainer = null;
|
||||
bool isShiftDown = PlayerInput.IsShiftDown();
|
||||
|
||||
if (!isShiftDown) return null;
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
if (!e.SelectableInEditor ||!(e is Item potentialContainer)) { continue; }
|
||||
|
||||
if (e.IsMouseOn(position))
|
||||
{
|
||||
if (entities == null)
|
||||
{
|
||||
if (potentialContainer.OwnInventory != null && potentialContainer.ParentInventory == null && !potentialContainer.OwnInventory.IsFull())
|
||||
{
|
||||
targetContainer = potentialContainer;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (MapEntity selectedEntity in entities)
|
||||
{
|
||||
if (!(selectedEntity is Item selectedItem)) { continue; }
|
||||
if (potentialContainer.OwnInventory != null && potentialContainer.ParentInventory == null && potentialContainer != selectedItem &&
|
||||
potentialContainer.OwnInventory.CanBePut(selectedItem))
|
||||
{
|
||||
targetContainer = potentialContainer;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (targetContainer != null) { break; }
|
||||
}
|
||||
|
||||
return targetContainer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the logic that runs the highlight box when the mouse is sitting still.
|
||||
/// </summary>
|
||||
/// <see cref="UpdateHighlightedListBox"/>
|
||||
/// <param name="highlightedEntities"></param>
|
||||
/// <param name="wiringMode">true to give items tooltip showing their connection</param>
|
||||
public static void UpdateHighlighting(List<MapEntity> highlightedEntities, bool wiringMode = false)
|
||||
{
|
||||
if (PlayerInput.MouseSpeed.LengthSquared() > 10)
|
||||
{
|
||||
highlightTimer = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool mouseNearHighlightBox = false;
|
||||
|
||||
if (highlightedListBox != null)
|
||||
{
|
||||
Rectangle expandedRect = highlightedListBox.Rect;
|
||||
expandedRect.Inflate(20, 20);
|
||||
mouseNearHighlightBox = expandedRect.Contains(PlayerInput.MousePosition);
|
||||
if (!mouseNearHighlightBox) highlightedListBox = null;
|
||||
}
|
||||
|
||||
highlightTimer += (float)Timing.Step;
|
||||
if (highlightTimer > 1.0f)
|
||||
{
|
||||
if (!mouseNearHighlightBox)
|
||||
{
|
||||
UpdateHighlightedListBox(highlightedEntities, wiringMode);
|
||||
highlightTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void UpdateHighlightedListBox(List<MapEntity> highlightedEntities, bool wiringMode)
|
||||
{
|
||||
if (highlightedEntities == null || highlightedEntities.Count < 2)
|
||||
{
|
||||
@@ -458,14 +561,37 @@ namespace Barotrauma
|
||||
|
||||
highlightedListBox = new GUIListBox(new RectTransform(new Point(180, highlightedEntities.Count * 18 + 5), GUI.Canvas)
|
||||
{
|
||||
MaxSize = new Point(int.MaxValue, 256),
|
||||
ScreenSpaceOffset = PlayerInput.MousePosition.ToPoint() + new Point(15)
|
||||
}, style: "GUIToolTip");
|
||||
|
||||
foreach (MapEntity entity in highlightedEntities)
|
||||
{
|
||||
var textBlock = new GUITextBlock(new RectTransform(new Point(highlightedListBox.Content.Rect.Width, 15), highlightedListBox.Content.RectTransform),
|
||||
ToolBox.LimitString(entity.Name, GUI.SmallFont, 140), font: GUI.SmallFont)
|
||||
var tooltip = string.Empty;
|
||||
|
||||
if (wiringMode && entity is Item item)
|
||||
{
|
||||
var wire = item.GetComponent<Wire>();
|
||||
if (wire?.Connections != null)
|
||||
{
|
||||
for (var i = 0; i < wire.Connections.Length; i++)
|
||||
{
|
||||
var conn = wire.Connections[i];
|
||||
if (conn != null)
|
||||
{
|
||||
string[] tags = { "[item]", "[pin]" };
|
||||
string[] values = { conn.Item?.Name, conn.Name };
|
||||
tooltip += TextManager.GetWithVariables("wirelistformat",tags , values);
|
||||
}
|
||||
if (i != wire.Connections.Length - 1) { tooltip += '\n'; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var textBlock = new GUITextBlock(new RectTransform(new Point(highlightedListBox.Content.Rect.Width, 15), highlightedListBox.Content.RectTransform),
|
||||
ToolBox.LimitString(entity.Name, GUI.SmallFont, 140), font: GUI.SmallFont)
|
||||
{
|
||||
ToolTip = tooltip,
|
||||
UserData = entity
|
||||
};
|
||||
}
|
||||
@@ -474,8 +600,7 @@ namespace Barotrauma
|
||||
{
|
||||
MapEntity entity = obj as MapEntity;
|
||||
|
||||
if (PlayerInput.KeyDown(Keys.LeftControl) ||
|
||||
PlayerInput.KeyDown(Keys.RightControl))
|
||||
if (PlayerInput.IsCtrlDown() && !wiringMode)
|
||||
{
|
||||
if (selectedList.Contains(entity))
|
||||
{
|
||||
@@ -485,11 +610,10 @@ namespace Barotrauma
|
||||
{
|
||||
AddSelection(entity);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
SelectEntity(entity);
|
||||
}
|
||||
SelectEntity(entity);
|
||||
|
||||
return true;
|
||||
};
|
||||
@@ -558,6 +682,10 @@ namespace Barotrauma
|
||||
{
|
||||
item.UpdateSpriteStates(deltaTime);
|
||||
}
|
||||
else if (me is Structure structure)
|
||||
{
|
||||
structure.UpdateSpriteStates(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -575,32 +703,52 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 moveAmount = position - startMovingPos;
|
||||
moveAmount.Y = -moveAmount.Y;
|
||||
moveAmount.X = (float)(moveAmount.X > 0.0f ? Math.Floor(moveAmount.X / Submarine.GridSize.X) : Math.Ceiling(moveAmount.X / Submarine.GridSize.X)) * Submarine.GridSize.X;
|
||||
moveAmount.Y = (float)(moveAmount.Y > 0.0f ? Math.Floor(moveAmount.Y / Submarine.GridSize.Y) : Math.Ceiling(moveAmount.Y / Submarine.GridSize.Y)) * Submarine.GridSize.Y;
|
||||
|
||||
bool isShiftDown = PlayerInput.IsShiftDown();
|
||||
|
||||
if (!isShiftDown)
|
||||
{
|
||||
moveAmount.X = (float)(moveAmount.X > 0.0f ? Math.Floor(moveAmount.X / Submarine.GridSize.X) : Math.Ceiling(moveAmount.X / Submarine.GridSize.X)) * Submarine.GridSize.X;
|
||||
moveAmount.Y = (float)(moveAmount.Y > 0.0f ? Math.Floor(moveAmount.Y / Submarine.GridSize.Y) : Math.Ceiling(moveAmount.Y / Submarine.GridSize.Y)) * Submarine.GridSize.Y;
|
||||
}
|
||||
|
||||
//started moving the selected entities
|
||||
if (Math.Abs(moveAmount.X) >= Submarine.GridSize.X || Math.Abs(moveAmount.Y) >= Submarine.GridSize.Y)
|
||||
if (Math.Abs(moveAmount.X) >= Submarine.GridSize.X || Math.Abs(moveAmount.Y) >= Submarine.GridSize.Y || isShiftDown)
|
||||
{
|
||||
foreach (MapEntity e in selectedList)
|
||||
{
|
||||
SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
if (e is Item item)
|
||||
switch (e)
|
||||
{
|
||||
if (item.FlippedX && item.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
|
||||
if (item.flippedY && item.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
|
||||
}
|
||||
else if (e is Structure structure)
|
||||
{
|
||||
if (structure.FlippedX && structure.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
|
||||
if (structure.flippedY && structure.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
|
||||
}
|
||||
else if (e is WayPoint wayPoint)
|
||||
{
|
||||
Vector2 drawPos = e.WorldPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
drawPos += moveAmount;
|
||||
wayPoint.Draw(spriteBatch, drawPos);
|
||||
continue;
|
||||
case Item item:
|
||||
{
|
||||
if (item.FlippedX && item.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
|
||||
if (item.flippedY && item.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
|
||||
break;
|
||||
}
|
||||
case Structure structure:
|
||||
{
|
||||
if (structure.FlippedX && structure.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
|
||||
if (structure.flippedY && structure.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
|
||||
break;
|
||||
}
|
||||
case WayPoint wayPoint:
|
||||
{
|
||||
Vector2 drawPos = e.WorldPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
drawPos += moveAmount;
|
||||
wayPoint.Draw(spriteBatch, drawPos);
|
||||
continue;
|
||||
}
|
||||
case LinkedSubmarine linkedSub:
|
||||
{
|
||||
var ma = moveAmount;
|
||||
ma.Y = -ma.Y;
|
||||
Vector2 lPos = linkedSub.Position;
|
||||
lPos += ma;
|
||||
linkedSub.Draw(spriteBatch, lPos, alpha: 0.5f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
e.prefab?.DrawPlacing(spriteBatch,
|
||||
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size), e.Scale, spriteEffects);
|
||||
@@ -656,7 +804,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if ((PlayerInput.KeyDown(Keys.LeftControl) || PlayerInput.KeyDown(Keys.RightControl)))
|
||||
if (PlayerInput.IsCtrlDown())
|
||||
{
|
||||
if (PlayerInput.KeyHit(Keys.N))
|
||||
{
|
||||
@@ -734,7 +882,10 @@ namespace Barotrauma
|
||||
|
||||
CopyEntities(entities);
|
||||
|
||||
entities.ForEach(e => e.Remove());
|
||||
entities.ForEach(e =>
|
||||
{
|
||||
e.Remove();
|
||||
});
|
||||
entities.Clear();
|
||||
}
|
||||
|
||||
@@ -847,6 +998,7 @@ namespace Barotrauma
|
||||
resizeDirX = x;
|
||||
resizeDirY = y;
|
||||
resizing = true;
|
||||
startMovingPos = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -864,6 +1016,11 @@ namespace Barotrauma
|
||||
|
||||
Vector2 mousePos = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
||||
|
||||
if (PlayerInput.IsShiftDown())
|
||||
{
|
||||
mousePos = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
}
|
||||
|
||||
if (resizeDirX > 0)
|
||||
{
|
||||
mousePos.X = Math.Max(mousePos.X, rect.X + Submarine.GridSize.X);
|
||||
|
||||
@@ -8,6 +8,12 @@ namespace Barotrauma
|
||||
{
|
||||
public virtual void UpdatePlacing(Camera cam)
|
||||
{
|
||||
if (PlayerInput.SecondaryMouseButtonClicked())
|
||||
{
|
||||
selected = null;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 placeSize = Submarine.GridSize;
|
||||
|
||||
if (placePosition == Vector2.Zero)
|
||||
@@ -41,12 +47,6 @@ namespace Barotrauma
|
||||
|
||||
newRect.Y = -newRect.Y;
|
||||
}
|
||||
|
||||
if (PlayerInput.SecondaryMouseButtonHeld())
|
||||
{
|
||||
placePosition = Vector2.Zero;
|
||||
selected = null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
|
||||
|
||||
@@ -24,6 +24,10 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!GameMain.SubEditorScreen.ShowThalamus && prefab.Category.HasFlag(MapEntityCategory.Thalamus))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return HasBody ? ShowWalls : ShowStructures;
|
||||
}
|
||||
}
|
||||
@@ -46,6 +50,8 @@ namespace Barotrauma
|
||||
decorativeSprite.Sprite.EnsureLazyLoaded();
|
||||
spriteAnimState.Add(decorativeSprite, new DecorativeSprite.State());
|
||||
}
|
||||
|
||||
UpdateSpriteStates(0.0f);
|
||||
}
|
||||
|
||||
partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation)
|
||||
@@ -334,7 +340,7 @@ namespace Barotrauma
|
||||
float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState);
|
||||
Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState) * Scale;
|
||||
decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X + offset.X, -(DrawPosition.Y + offset.Y)), color,
|
||||
rotation, Scale, prefab.sprite.effects,
|
||||
rotation, decorativeSprite.Scale * Scale, prefab.sprite.effects,
|
||||
depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - prefab.sprite.Depth), 0.999f));
|
||||
}
|
||||
prefab.sprite.effects = oldEffects;
|
||||
@@ -435,7 +441,7 @@ namespace Barotrauma
|
||||
byte sectionCount = msg.ReadByte();
|
||||
if (sectionCount != Sections.Length)
|
||||
{
|
||||
string errorMsg = $"Error while reading a network event for the structure \"{Name}\". Section count does not match (server: {sectionCount} client: {Sections.Length})";
|
||||
string errorMsg = $"Error while reading a network event for the structure \"{Name} ({ID})\". Section count does not match (server: {sectionCount} client: {Sections.Length})";
|
||||
DebugConsole.NewMessage(errorMsg, Color.Red);
|
||||
GameAnalyticsManager.AddErrorEventOnce("Structure.ClientRead:SectionCountMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
}
|
||||
|
||||
@@ -18,6 +18,12 @@ namespace Barotrauma
|
||||
|
||||
public override void UpdatePlacing(Camera cam)
|
||||
{
|
||||
if (PlayerInput.SecondaryMouseButtonClicked())
|
||||
{
|
||||
selected = null;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
||||
Vector2 size = ScaledSize;
|
||||
Rectangle newRect = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
|
||||
@@ -59,8 +65,6 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.SecondaryMouseButtonHeld()) selected = null;
|
||||
}
|
||||
|
||||
public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
|
||||
@@ -70,9 +74,6 @@ namespace Barotrauma
|
||||
|
||||
if (placePosition == Vector2.Zero)
|
||||
{
|
||||
if (PlayerInput.PrimaryMouseButtonHeld())
|
||||
placePosition = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
||||
|
||||
newRect.X = (int)position.X;
|
||||
newRect.Y = (int)position.Y;
|
||||
}
|
||||
|
||||
@@ -6,9 +6,10 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -86,7 +87,7 @@ namespace Barotrauma
|
||||
existingSound = GameMain.SoundManager.LoadSound(filename, stream);
|
||||
if (existingSound == null) { return null; }
|
||||
}
|
||||
catch (FileNotFoundException e)
|
||||
catch (System.IO.FileNotFoundException e)
|
||||
{
|
||||
string errorMsg = "Failed to load sound file \"" + filename + "\".";
|
||||
DebugConsole.ThrowError(errorMsg, e);
|
||||
@@ -223,7 +224,7 @@ namespace Barotrauma
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, worldBorders, Color.White, false, 0, 5);
|
||||
|
||||
if (sub.subBody == null || sub.subBody.PositionBuffer.Count < 2) continue;
|
||||
if (sub.SubBody == null || sub.subBody.PositionBuffer.Count < 2) continue;
|
||||
|
||||
Vector2 prevPos = ConvertUnits.ToDisplayUnits(sub.subBody.PositionBuffer[0].Position);
|
||||
prevPos.Y = -prevPos.Y;
|
||||
@@ -246,7 +247,7 @@ namespace Barotrauma
|
||||
public static Color DamageEffectColor;
|
||||
|
||||
private static readonly List<Structure> depthSortedDamageable = new List<Structure>();
|
||||
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
|
||||
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false, Predicate<MapEntity> predicate = null)
|
||||
{
|
||||
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
|
||||
|
||||
@@ -257,6 +258,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (e is Structure structure && structure.DrawDamageEffect)
|
||||
{
|
||||
if (predicate != null)
|
||||
{
|
||||
if (!predicate(e)) continue;
|
||||
}
|
||||
float drawDepth = structure.GetDrawDepth();
|
||||
int i = 0;
|
||||
while (i < depthSortedDamageable.Count)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
@@ -19,9 +19,9 @@ namespace Barotrauma
|
||||
{
|
||||
try
|
||||
{
|
||||
using (MemoryStream mem = new MemoryStream(Convert.FromBase64String(previewImageData)))
|
||||
using (System.IO.MemoryStream mem = new System.IO.MemoryStream(Convert.FromBase64String(previewImageData)))
|
||||
{
|
||||
var texture = TextureLoader.FromStream(mem, path: FilePath);
|
||||
var texture = TextureLoader.FromStream(mem, path: FilePath, compress: false);
|
||||
if (texture == null) { throw new Exception("PreviewImage texture returned null"); }
|
||||
PreviewImage = new Sprite(texture, null, null);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -8,7 +9,7 @@ namespace Barotrauma
|
||||
{
|
||||
partial class WayPoint : MapEntity
|
||||
{
|
||||
private static Dictionary<SpawnType, Sprite> iconSprites;
|
||||
private static Dictionary<string, Sprite> iconSprites;
|
||||
private const int WaypointSize = 12, SpawnPointSize = 32;
|
||||
|
||||
public override bool IsVisible(Rectangle worldView)
|
||||
@@ -55,10 +56,18 @@ namespace Barotrauma
|
||||
Color.White);
|
||||
}
|
||||
|
||||
Sprite sprite = iconSprites[SpawnType];
|
||||
Sprite sprite = iconSprites[SpawnType.ToString()];
|
||||
if (spawnType == SpawnType.Human && AssignedJob?.Icon != null)
|
||||
{
|
||||
sprite = iconSprites[SpawnType.Path];
|
||||
sprite = iconSprites["Path"];
|
||||
}
|
||||
else if (ConnectedDoor != null)
|
||||
{
|
||||
sprite = iconSprites["Door"];
|
||||
}
|
||||
else if (Ladders != null)
|
||||
{
|
||||
sprite = iconSprites["Ladder"];
|
||||
}
|
||||
sprite.Draw(spriteBatch, drawPos, clr, scale: iconSize / (float)sprite.SourceRect.Width, depth: 0.001f);
|
||||
sprite.RelativeOrigin = Vector2.One * 0.5f;
|
||||
@@ -107,59 +116,72 @@ namespace Barotrauma
|
||||
{
|
||||
editingHUD = CreateEditingHUD();
|
||||
}
|
||||
|
||||
|
||||
if (IsSelected && PlayerInput.PrimaryMouseButtonClicked())
|
||||
{
|
||||
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
|
||||
// Update gaps, ladders, and stairs
|
||||
UpdateLinkedEntity(position, Gap.GapList, gap => ConnectedGap = gap, gap =>
|
||||
if (PlayerInput.KeyDown(Keys.Space))
|
||||
{
|
||||
if (ConnectedGap == gap)
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
ConnectedGap = null;
|
||||
}
|
||||
});
|
||||
UpdateLinkedEntity(position, Item.ItemList, i =>
|
||||
{
|
||||
var ladder = i?.GetComponent<Ladder>();
|
||||
if (ladder != null)
|
||||
{
|
||||
Ladders = ladder;
|
||||
}
|
||||
}, i =>
|
||||
{
|
||||
var ladder = i?.GetComponent<Ladder>();
|
||||
if (ladder != null)
|
||||
{
|
||||
if (Ladders == ladder)
|
||||
if (e.GetType() != typeof(WayPoint)) continue;
|
||||
if (e == this) continue;
|
||||
|
||||
if (!Submarine.RectContains(e.Rect, position)) continue;
|
||||
|
||||
if (linkedTo.Contains(e))
|
||||
{
|
||||
Ladders = null;
|
||||
linkedTo.Remove(e);
|
||||
e.linkedTo.Remove(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
linkedTo.Add(e);
|
||||
e.linkedTo.Add(this);
|
||||
}
|
||||
}
|
||||
}, inflate: 5);
|
||||
// TODO: Cannot check the rectangle, since the rectangle is not rotated -> Need to use the collider.
|
||||
//var stairList = mapEntityList.Where(me => me is Structure s && s.StairDirection != Direction.None).Select(me => me as Structure);
|
||||
//UpdateLinkedEntity(position, stairList, s =>
|
||||
//{
|
||||
// Stairs = s;
|
||||
//}, s =>
|
||||
//{
|
||||
// if (Stairs == s)
|
||||
// {
|
||||
// Stairs = null;
|
||||
// }
|
||||
//});
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (e.GetType() != typeof(WayPoint)) continue;
|
||||
if (e == this) continue;
|
||||
|
||||
if (!Submarine.RectContains(e.Rect, position)) continue;
|
||||
|
||||
linkedTo.Add(e);
|
||||
e.linkedTo.Add(this);
|
||||
// Update gaps, ladders, and stairs
|
||||
UpdateLinkedEntity(position, Gap.GapList, gap => ConnectedGap = gap, gap =>
|
||||
{
|
||||
if (ConnectedGap == gap)
|
||||
{
|
||||
ConnectedGap = null;
|
||||
}
|
||||
});
|
||||
UpdateLinkedEntity(position, Item.ItemList, i =>
|
||||
{
|
||||
var ladder = i?.GetComponent<Ladder>();
|
||||
if (ladder != null)
|
||||
{
|
||||
Ladders = ladder;
|
||||
}
|
||||
}, i =>
|
||||
{
|
||||
var ladder = i?.GetComponent<Ladder>();
|
||||
if (ladder != null)
|
||||
{
|
||||
if (Ladders == ladder)
|
||||
{
|
||||
Ladders = null;
|
||||
}
|
||||
}
|
||||
}, inflate: 5);
|
||||
// TODO: Cannot check the rectangle, since the rectangle is not rotated -> Need to use the collider.
|
||||
//var stairList = mapEntityList.Where(me => me is Structure s && s.StairDirection != Direction.None).Select(me => me as Structure);
|
||||
//UpdateLinkedEntity(position, stairList, s =>
|
||||
//{
|
||||
// Stairs = s;
|
||||
//}, s =>
|
||||
//{
|
||||
// if (Stairs == s)
|
||||
// {
|
||||
// Stairs = null;
|
||||
// }
|
||||
//});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user