Unstable 1.8.4.0
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@@ -47,62 +47,75 @@ namespace Barotrauma
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if (renderer == null) { return; }
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renderer.DrawDebugOverlay(spriteBatch, cam);
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if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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if (GameMain.DebugDraw)
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{
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foreach (InterestingPosition pos in PositionsOfInterest)
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if (Screen.Selected.Cam.Zoom > 0.1f)
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{
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Color color = Color.Yellow;
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if (pos.PositionType == PositionType.Cave || pos.PositionType == PositionType.AbyssCave)
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foreach (InterestingPosition pos in PositionsOfInterest)
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{
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color = Color.DarkOrange;
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}
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else if (pos.PositionType == PositionType.Ruin)
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{
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color = Color.LightGray;
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}
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if (!pos.IsValid)
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{
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color = Color.Red;
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}
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Color color = Color.Yellow;
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if (pos.PositionType == PositionType.Cave || pos.PositionType == PositionType.AbyssCave)
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{
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color = Color.DarkOrange;
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}
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else if (pos.PositionType == PositionType.Ruin)
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{
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color = Color.LightGray;
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}
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if (!pos.IsValid)
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{
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color = Color.Red;
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}
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GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true);
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GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true);
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}
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foreach (RuinGeneration.Ruin ruin in Ruins)
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{
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Rectangle ruinArea = ruin.Area;
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ruinArea.Y = -ruinArea.Y - ruinArea.Height;
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GUI.DrawRectangle(spriteBatch, ruinArea, Color.DarkSlateBlue, false, 0, 5);
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}
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}
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foreach (RuinGeneration.Ruin ruin in Ruins)
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{
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Rectangle ruinArea = ruin.Area;
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ruinArea.Y = -ruinArea.Y - ruinArea.Height;
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GUI.DrawRectangle(spriteBatch, ruinArea, Color.DarkSlateBlue, false, 0, 5);
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}
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foreach (var positions in wreckPositions.Values)
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float zoomFactor = MathHelper.Lerp(20, 1, MathUtils.InverseLerp(Screen.Selected.Cam.MinZoom, Screen.Selected.Cam.DefaultZoom, Screen.Selected.Cam.Zoom));
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foreach ((string debugInfo, List<Vector2> positions) in positionHistory)
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{
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for (int i = 0; i < positions.Count; i++)
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{
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float t = (i + 1) / (float)positions.Count;
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float multiplier = MathHelper.Lerp(0, 1, t);
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float multiplier = MathHelper.Lerp(0.1f, 1, t);
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Color color = Color.Red * multiplier;
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var pos = positions[i];
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pos.Y = -pos.Y;
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var size = new Vector2(100);
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GUI.DrawRectangle(spriteBatch, pos - size / 2, size, color, thickness: 10);
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var size = new Vector2(200);
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if (i == 0)
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{
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GUI.DrawRectangle(spriteBatch, pos - size, size * 2, Color.Red, thickness: 2 * zoomFactor);
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GUI.DrawString(spriteBatch, pos - new Vector2(10, 20), debugInfo, Color.White, font: GUIStyle.LargeFont, forceUpperCase: ForceUpperCase.Yes);
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}
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if (i < positions.Count - 1)
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{
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if (i > 0)
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{
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GUI.DrawRectangle(spriteBatch, pos - size / 2, size, Color.Red, isFilled: true);
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}
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var nextPos = positions[i + 1];
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nextPos.Y = -nextPos.Y;
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GUI.DrawLine(spriteBatch, pos, nextPos, color, width: 10);
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GUI.DrawLine(spriteBatch, pos, nextPos, color, width: 4 * zoomFactor);
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}
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}
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}
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foreach (var rects in blockedRects.Values)
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foreach ((Submarine sub, List<Rectangle> rects) in blockedRects)
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{
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foreach (var rect in rects)
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foreach (Rectangle t in rects)
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{
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Rectangle newRect = rect;
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Rectangle newRect = t;
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newRect.Y = -newRect.Y;
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GUI.DrawRectangle(spriteBatch, newRect, Color.Red, thickness: 5);
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GUI.DrawRectangle(spriteBatch, newRect, Color.Red * 0.1f, isFilled: true);
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GUI.DrawString(spriteBatch, newRect.Center.ToVector2(), $"{sub.Info.Name}", Color.White, font: GUIStyle.LargeFont, forceUpperCase: ForceUpperCase.Yes);
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}
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}
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}
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