(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -2,12 +2,18 @@
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using SpriteParams = Barotrauma.RagdollParams.SpriteParams;
namespace Barotrauma
{
class DecorativeSprite : ISerializableEntity
{
public class State
{
public float RotationState;
public float OffsetState;
public bool IsActive = true;
}
public string Name => $"Decorative Sprite";
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
@@ -57,6 +63,14 @@ namespace Barotrauma
}
}
private float scale;
[Serialize(1.0f, true), Editable]
public float Scale
{
get { return scale; }
private set { scale = MathHelper.Clamp(value, 0.0f, 10.0f); }
}
[Serialize(AnimationType.None, false), Editable]
public AnimationType RotationAnim { get; private set; }
@@ -66,6 +80,9 @@ namespace Barotrauma
[Serialize(0, false, description: "If > 0, only one sprite of the same group is used (chosen randomly)"), Editable(ReadOnly = true)]
public int RandomGroupID { get; private set; }
[Serialize("1.0,1.0,1.0,1.0", true), Editable()]
public Color Color { get; set; }
/// <summary>
/// The sprite is only drawn if these conditions are fulfilled
/// </summary>
@@ -113,10 +130,10 @@ namespace Barotrauma
switch (OffsetAnim)
{
case AnimationType.Sine:
offsetState = offsetState % (MathHelper.TwoPi / OffsetAnimSpeed);
offsetState %= (MathHelper.TwoPi / OffsetAnimSpeed);
return Offset * (float)Math.Sin(offsetState * OffsetAnimSpeed);
case AnimationType.Noise:
offsetState = offsetState % (1.0f / (OffsetAnimSpeed * 0.1f));
offsetState %= (1.0f / (OffsetAnimSpeed * 0.1f));
float t = offsetState * 0.1f * OffsetAnimSpeed;
return new Vector2(
@@ -146,6 +163,51 @@ namespace Barotrauma
}
}
public static void UpdateSpriteStates(Dictionary<int, List<DecorativeSprite>> spriteGroups, Dictionary<DecorativeSprite, State> animStates,
int entityID, float deltaTime, Func<PropertyConditional,bool> checkConditional)
{
foreach (int spriteGroup in spriteGroups.Keys)
{
for (int i = 0; i < spriteGroups[spriteGroup].Count; i++)
{
var decorativeSprite = spriteGroups[spriteGroup][i];
if (decorativeSprite == null) { continue; }
if (spriteGroup > 0)
{
int activeSpriteIndex = entityID % spriteGroups[spriteGroup].Count;
if (i != activeSpriteIndex)
{
animStates[decorativeSprite].IsActive = false;
continue;
}
}
//check if the sprite is active (whether it should be drawn or not)
var spriteState = animStates[decorativeSprite];
spriteState.IsActive = true;
foreach (PropertyConditional conditional in decorativeSprite.IsActiveConditionals)
{
if (!checkConditional(conditional))
{
spriteState.IsActive = false;
break;
}
}
if (!spriteState.IsActive) { continue; }
//check if the sprite should be animated
bool animate = true;
foreach (PropertyConditional conditional in decorativeSprite.AnimationConditionals)
{
if (!checkConditional(conditional)) { animate = false; break; }
}
if (!animate) { continue; }
spriteState.OffsetState += deltaTime;
spriteState.RotationState += deltaTime;
}
}
}
public void Remove()
{
Sprite?.Remove();