(f0d812055) v0.9.9.0
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@@ -39,7 +39,7 @@ namespace Barotrauma
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
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if (!subElement.Name.ToString().Equals("sprite", System.StringComparison.OrdinalIgnoreCase)) { continue; }
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Sprite = new Sprite(subElement, lazyLoad: true);
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break;
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@@ -1,7 +1,7 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using FarseerPhysics.Dynamics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using FarseerPhysics;
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@@ -54,7 +54,7 @@ namespace Barotrauma
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if (renderer == null) return;
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renderer.Draw(spriteBatch, cam);
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if (GameMain.DebugDraw)
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if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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{
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foreach (InterestingPosition pos in positionsOfInterest)
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{
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@@ -78,6 +78,35 @@ namespace Barotrauma
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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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{
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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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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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if (i < positions.Count - 1)
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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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}
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}
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}
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foreach (var rects in blockedRects.Values)
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{
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foreach (var rect in rects)
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{
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Rectangle newRect = rect;
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newRect.Y = -newRect.Y;
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GUI.DrawRectangle(spriteBatch, newRect, Color.Red, thickness: 5);
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}
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}
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}
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}
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@@ -126,7 +126,7 @@ namespace Barotrauma
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int j = 0;
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foreach (XElement subElement in Prefab.Config.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "deformablesprite") continue;
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if (!subElement.Name.ToString().Equals("deformablesprite", StringComparison.OrdinalIgnoreCase)) { continue; }
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foreach (XElement animationElement in subElement.Elements())
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{
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var newDeformation = SpriteDeformation.Load(animationElement, Prefab.Name);
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+1
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@@ -161,7 +161,7 @@ namespace Barotrauma
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bool elementFound = false;
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() == "overridecommonness"
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if (subElement.Name.ToString().Equals("overridecommonness", System.StringComparison.OrdinalIgnoreCase)
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&& subElement.GetAttributeString("leveltype", "") == overrideCommonness.Key)
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{
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subElement.Attribute("commonness").Value = overrideCommonness.Value.ToString("G", CultureInfo.InvariantCulture);
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@@ -228,7 +228,7 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch, Camera cam)
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{
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if (GameMain.DebugDraw && cam.Zoom > 0.05f)
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if (GameMain.DebugDraw && cam.Zoom > 0.1f)
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{
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var cells = level.GetCells(cam.WorldViewCenter, 2);
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foreach (VoronoiCell cell in cells)
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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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