Unstable 1.8.4.0
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@@ -167,7 +167,7 @@ namespace Barotrauma
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Prefab.OverrideProperties.Any(p => p != null && (p.Sprites.Any() || p.DeformableSprite != null));
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}
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public void Update(float deltaTime)
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public void Update(float deltaTime, Camera cam)
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{
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CurrentRotation = Rotation;
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if (ActivePrefab.SwingFrequency > 0.0f)
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@@ -190,20 +190,24 @@ namespace Barotrauma
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ScaleOscillateTimer += deltaTime * ActivePrefab.ScaleOscillationFrequency;
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ScaleOscillateTimer = ScaleOscillateTimer % MathHelper.TwoPi;
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CurrentScaleOscillation = Vector2.Lerp(CurrentScaleOscillation, ActivePrefab.ScaleOscillation, deltaTime * 10.0f);
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float sin = (float)Math.Sin(ScaleOscillateTimer);
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CurrentScale *= new Vector2(
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1.0f + sin * CurrentScaleOscillation.X,
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1.0f + sin * CurrentScaleOscillation.Y);
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1.0f + sin * CurrentScaleOscillation.Y);
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}
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if (LightSources != null)
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{
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Vector2 position2D = new Vector2(Position.X, Position.Y);
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Vector2 camDiff = position2D - cam.WorldViewCenter;
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for (int i = 0; i < LightSources.Length; i++)
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{
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if (LightSourceTriggers[i] != null) LightSources[i].Enabled = LightSourceTriggers[i].IsTriggered;
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if (LightSourceTriggers[i] != null) { LightSources[i].Enabled = LightSourceTriggers[i].IsTriggered; }
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LightSources[i].Rotation = -CurrentRotation;
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LightSources[i].SpriteScale = CurrentScale;
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LightSources[i].Position =
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position2D - camDiff * Position.Z * LevelObjectManager.ParallaxStrength;
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}
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}
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@@ -237,7 +241,10 @@ namespace Barotrauma
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{
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SoundChannels[i] = roundSound.Sound.Play(roundSound.Volume, roundSound.Range, roundSound.GetRandomFrequencyMultiplier(), soundPos);
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}
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SoundChannels[i].Position = new Vector3(soundPos.X, soundPos.Y, 0.0f);
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if (SoundChannels[i] != null)
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{
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SoundChannels[i].Position = new Vector3(soundPos.X, soundPos.Y, 0.0f);
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}
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}
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}
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else if (SoundChannels[i] != null && SoundChannels[i].IsPlaying)
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@@ -259,7 +266,7 @@ namespace Barotrauma
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}
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deformation.Update(deltaTime);
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}
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CurrentSpriteDeformation = SpriteDeformation.GetDeformation(spriteDeformations, ActivePrefab.DeformableSprite.Size);
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CurrentSpriteDeformation = SpriteDeformation.GetDeformation(spriteDeformations, ActivePrefab.DeformableSprite.Size, flippedHorizontally: false);
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if (LightSources != null)
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{
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foreach (LightSource lightSource in LightSources)
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