Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs Subsurface/Source/Items/Components/Signal/Wire.cs Subsurface/Source/Items/Item.cs Subsurface/Source/Items/ItemInventory.cs Subsurface/Source/Networking/GameServer.cs
This commit is contained in:
@@ -380,7 +380,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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List<ItemSound> matchingSounds = null;
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List<ItemSound> matchingSounds;
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if (!sounds.TryGetValue(type, out matchingSounds)) return;
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ItemSound itemSound = null;
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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@@ -14,7 +15,7 @@ namespace Barotrauma.Items.Components
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List<RelatedItem> containableItems;
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public ItemInventory Inventory;
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private bool hasStatusEffects;
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private List<Pair<Item, StatusEffect>> itemsWithStatusEffects;
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//how many items can be contained
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[HasDefaultValue(5, false)]
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@@ -110,24 +111,39 @@ namespace Barotrauma.Items.Components
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case "containable":
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RelatedItem containable = RelatedItem.Load(subElement);
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if (containable == null) continue;
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foreach (StatusEffect effect in containable.statusEffects)
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{
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if (effect.type == ActionType.OnContaining) hasStatusEffects = true;
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}
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containableItems.Add(containable);
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break;
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}
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}
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IsActive = true;
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itemsWithStatusEffects = new List<Pair<Item, StatusEffect>>();
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}
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public void RemoveContained(Item item)
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public void OnItemContained(Item item)
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{
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Inventory.RemoveItem(item);
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item.SetContainedItemPositions();
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RelatedItem ri = containableItems.Find(x => x.MatchesItem(item));
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if (ri != null)
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{
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foreach (StatusEffect effect in ri.statusEffects)
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{
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itemsWithStatusEffects.Add(Pair<Item, StatusEffect>.Create(item, effect));
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}
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}
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//no need to Update() if this item has no statuseffects and no physics body
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IsActive = itemsWithStatusEffects.Count > 0 || item.body != null;
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}
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public void OnItemRemoved(Item item)
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{
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itemsWithStatusEffects.RemoveAll(i => i.First == item);
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//deactivate if the inventory is empty
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IsActive = itemsWithStatusEffects.Count > 0 || item.body != null;
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}
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public bool CanBeContained(Item item)
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@@ -138,31 +154,24 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (item.body != null && item.body.FarseerBody.Awake)
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if (item.body != null &&
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item.body.Enabled &&
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item.body.FarseerBody.Awake)
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{
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foreach (Item contained in Inventory.Items)
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{
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if (contained == null) continue;
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contained.SetTransform(item.SimPosition, 0.0f);
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}
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item.SetContainedItemPositions();
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}
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if (!hasStatusEffects) return;
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foreach (Item contained in Inventory.Items)
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foreach (Pair<Item, StatusEffect> itemAndEffect in itemsWithStatusEffects)
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{
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if (contained == null || contained.Condition <= 0.0f) continue;
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Item contained = itemAndEffect.First;
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if (contained.Condition < 0.0f) continue;
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RelatedItem ri = containableItems.Find(x => x.MatchesItem(contained));
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if (ri == null) continue;
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StatusEffect effect = itemAndEffect.Second;
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foreach (StatusEffect effect in ri.statusEffects)
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{
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if (effect.Targets.HasFlag(StatusEffect.TargetType.This)) effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained)) effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
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}
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//contained.ApplyStatusEffects(ActionType.OnContained, deltaTime);
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if (effect.Targets.HasFlag(StatusEffect.TargetType.This))
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effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
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effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
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}
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}
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@@ -232,15 +241,13 @@ namespace Barotrauma.Items.Components
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public override bool Combine(Item item)
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{
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if (containableItems.Find(x => x.MatchesItem(item)) == null) return false;
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if (!containableItems.Any(x => x.MatchesItem(item))) return false;
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if (Inventory.TryPutItem(item))
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{
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IsActive = true;
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if (hideItems || (item.body!=null && !item.body.Enabled)) item.body.Enabled = false;
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//item.Container = this.item;
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if (hideItems && item.body != null) item.body.Enabled = false;
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return true;
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}
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@@ -22,7 +22,9 @@ namespace Barotrauma.Items.Components
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//affects how fast changes in power/load are carried over the grid
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static float inertia = 5.0f;
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static List<Powered> connectedList = new List<Powered>();
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static HashSet<Powered> connectedList = new HashSet<Powered>();
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private List<Connection> powerConnections;
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private float powerLoad;
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@@ -35,24 +37,27 @@ namespace Barotrauma.Items.Components
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: base(item, element)
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{
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IsActive = true;
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powerConnections = new List<Connection>();
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}
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public override void Update(float deltaTime, Camera cam)
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{
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//reset and recalculate the power generated/consumed
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//by the constructions connected to the grid
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fullPower = 0.0f;
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fullLoad = 0.0f;
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connectedList.Clear();
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if (updateTimer > 0)
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{
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//this junction box has already been updated this frame
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updateTimer--;
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return;
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}
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//reset and recalculate the power generated/consumed
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//by the constructions connected to the grid
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fullPower = 0.0f;
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fullLoad = 0.0f;
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updateTimer = 0;
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connectedList.Clear();
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CheckJunctions(deltaTime);
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updateTimer = 0;
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foreach (Powered p in connectedList)
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{
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@@ -68,8 +73,7 @@ namespace Barotrauma.Items.Components
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//(except if running as a client)
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if (GameMain.Client != null) continue;
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if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f,2.1f), 200.0f)) continue;
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float prevCondition = pt.item.Condition;
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pt.item.Condition -= deltaTime * 10.0f;
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@@ -109,37 +113,31 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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List<Connection> connections = item.Connections;
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if (connections == null) return;
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foreach (Connection c in connections)
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foreach (Connection c in powerConnections)
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{
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if (!c.IsPower) continue;
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var recipients = c.Recipients;
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foreach (Connection recipient in recipients)
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{
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if (recipient == null || !c.IsPower) continue;
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if (recipient == null) continue;
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Item it = recipient.Item;
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if (it == null) continue;
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//if (it.Updated) continue;
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Powered powered = it.GetComponent<Powered>();
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if (powered == null || !powered.IsActive) continue;
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if (connectedList.Contains(powered)) continue;
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PowerTransfer powerTransfer = powered as PowerTransfer;
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PowerContainer powerContainer = powered as PowerContainer;
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if (powerTransfer != null)
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{
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//if (powerTransfer.updateTimer>0) continue;
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powerTransfer.CheckJunctions(deltaTime);
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continue;
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}
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else if (powerContainer != null)
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PowerContainer powerContainer = powered as PowerContainer;
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if (powerContainer != null)
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{
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if (recipient.Name == "power_in")
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{
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@@ -187,6 +185,19 @@ namespace Barotrauma.Items.Components
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void OnMapLoaded()
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{
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var connections = item.Connections;
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if (connections == null)
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{
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IsActive = false;
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return;
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}
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powerConnections = connections.FindAll(c => c.IsPower);
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if (powerConnections.Count == 0) IsActive = false;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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@@ -10,6 +10,47 @@ namespace Barotrauma.Items.Components
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{
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class Wire : ItemComponent, IDrawableComponent
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{
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class WireSection
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{
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private Vector2 start;
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private float angle;
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private float length;
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public WireSection(Vector2 start, Vector2 end)
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{
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this.start = start;
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angle = MathUtils.VectorToAngle(end - start);
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length = Vector2.Distance(start, end);
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}
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public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
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{
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spriteBatch.Draw(wireSprite.Texture,
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new Vector2(start.X+offset.X, -(start.Y+offset.Y)), null, color,
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-angle,
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2(length / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
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{
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start.Y = -start.Y;
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end.Y = -end.Y;
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spriteBatch.Draw(wireSprite.Texture,
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start, null, color,
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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}
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const float nodeDistance = 32.0f;
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const float heightFromFloor = 128.0f;
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@@ -17,6 +58,8 @@ namespace Barotrauma.Items.Components
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public List<Vector2> Nodes;
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private List<WireSection> sections;
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Connection[] connections;
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private Vector2 newNodePos;
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@@ -39,22 +82,15 @@ namespace Barotrauma.Items.Components
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wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
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wireSprite.Depth = 0.85f;
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}
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Nodes = new List<Vector2>();
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sections = new List<WireSection>();
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connections = new Connection[2];
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IsActive = false;
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}
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public override void Move(Vector2 amount)
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{
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//for (int i = 0; i < Nodes.Count; i++)
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//{
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// Nodes[i] += amount;
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//}
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}
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public Connection OtherConnection(Connection connection)
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{
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if (connection == null) return null;
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@@ -125,25 +161,23 @@ namespace Barotrauma.Items.Components
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (i == 0)
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{
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Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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}
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else
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{
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Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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}
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|
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|
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break;
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}
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|
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if (connections[0] != null && connections[1] != null)
|
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{
|
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//List<Vector2> prevNodes = new List<Vector2>(Nodes);
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foreach (ItemComponent ic in item.components)
|
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{
|
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if (ic == this) continue;
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@@ -155,12 +189,12 @@ namespace Barotrauma.Items.Components
|
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|
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IsActive = false;
|
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|
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//Nodes = prevNodes;
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CleanNodes();
|
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}
|
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|
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Drawable = Nodes.Any();
|
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|
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|
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UpdateSections();
|
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return true;
|
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}
|
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|
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@@ -190,28 +224,11 @@ namespace Barotrauma.Items.Components
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{
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if (Nodes.Count == 0) return;
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|
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//item.FindHull();
|
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|
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//Vector2 position = item.Position;
|
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|
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//position.X = MathUtils.Round(item.Position.X, nodeDistance);
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//if (item.CurrentHull == null)
|
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//{
|
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// position.Y = MathUtils.Round(item.Position.Y, nodeDistance);
|
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//}
|
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//else
|
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//{
|
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// position.Y -= item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
|
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// position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
|
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// position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
|
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//}
|
||||
|
||||
|
||||
Submarine sub = null;
|
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
|
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
|
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|
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if (item.Submarine != sub)
|
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if (item.Submarine != sub && Screen.Selected != GameMain.EditMapScreen)
|
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{
|
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ClearConnections();
|
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Nodes.Clear();
|
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@@ -219,20 +236,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
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newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
|
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|
||||
//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
|
||||
//{
|
||||
// nodes.Add(position);
|
||||
|
||||
// item.NewComponentEvent(this, true);
|
||||
//}
|
||||
//else if (Math.Abs(position.Y - nodes[nodes.Count - 1].Y) > nodeDistance)
|
||||
//{
|
||||
// nodes.Add(new Vector2(nodes[nodes.Count - 1].X,
|
||||
// position.Y));
|
||||
|
||||
// item.NewComponentEvent(this, true);
|
||||
//}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
@@ -242,6 +245,8 @@ namespace Barotrauma.Items.Components
|
||||
if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
Nodes.Add(newNodePos);
|
||||
UpdateSections();
|
||||
|
||||
Drawable = true;
|
||||
|
||||
newNodePos = Vector2.Zero;
|
||||
@@ -254,6 +259,7 @@ namespace Barotrauma.Items.Components
|
||||
if (Nodes.Count > 1)
|
||||
{
|
||||
Nodes.RemoveAt(Nodes.Count - 1);
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
Drawable = Nodes.Any();
|
||||
@@ -266,9 +272,20 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
public void UpdateSections()
|
||||
{
|
||||
sections.Clear();
|
||||
|
||||
for (int i = 0; i < Nodes.Count-1; i++)
|
||||
{
|
||||
sections.Add(new WireSection(Nodes[i], Nodes[i + 1]));
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearConnections()
|
||||
{
|
||||
Nodes.Clear();
|
||||
sections.Clear();
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
@@ -288,8 +305,6 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (Screen.Selected == GameMain.EditMapScreen)
|
||||
{
|
||||
//position = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
|
||||
|
||||
position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
|
||||
position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
|
||||
}
|
||||
@@ -345,35 +360,42 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
//for (int i = 0; i < nodes.Count; i++)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, new Rectangle((int)nodes[i].X, (int)-nodes[i].Y, 5, 5), Color.DarkGray, true, wireSprite.Depth - 0.01f);
|
||||
//}
|
||||
|
||||
if (!Nodes.Any())
|
||||
{
|
||||
Drawable = false;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 drawOffset = Vector2.Zero;
|
||||
if (item.Submarine != null)
|
||||
{
|
||||
drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
|
||||
}
|
||||
|
||||
float depth = wireSprite.Depth + ((item.ID % 100) * 0.00001f);
|
||||
|
||||
if (item.IsHighlighted)
|
||||
{
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], Color.Gold, 0.5f);
|
||||
section.Draw(spriteBatch, Color.Gold, drawOffset, depth, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], item.Color);
|
||||
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (IsActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, item.Color * 0.5f);
|
||||
//nodes.Add(newNodePos);
|
||||
WireSection.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(Nodes[Nodes.Count - 1].X, Nodes[Nodes.Count - 1].Y) + drawOffset,
|
||||
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
|
||||
item.Color * 0.5f,
|
||||
depth,
|
||||
0.3f);
|
||||
}
|
||||
|
||||
if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
|
||||
@@ -395,7 +417,6 @@ namespace Barotrauma.Items.Components
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
|
||||
|
||||
if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
|
||||
@@ -447,26 +468,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float width = 0.3f)
|
||||
{
|
||||
if (item.Submarine != null)
|
||||
{
|
||||
start += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
|
||||
end += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
|
||||
}
|
||||
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(wireSprite.Texture,
|
||||
start, null, color,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
|
||||
SpriteEffects.None,
|
||||
wireSprite.Depth + ((item.ID % 100) * 0.00001f));
|
||||
}
|
||||
|
||||
public override void FlipX()
|
||||
{
|
||||
for (int i = 0; i < Nodes.Count; i++)
|
||||
|
||||
@@ -168,9 +168,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
item.SetTransform(picker.SimPosition, 0.0f);
|
||||
item.SetContainedItemPositions();
|
||||
|
||||
ApplyStatusEffects(ActionType.OnWearing, deltaTime, picker);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user