WIP particle editor, added tooltips to ParticlePrefab properties
This commit is contained in:
@@ -204,6 +204,7 @@
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<Compile Include="Source\Screens\LobbyScreen.cs" />
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<Compile Include="Source\Screens\MainMenuScreen.cs" />
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<Compile Include="Source\Screens\NetLobbyScreen.cs" />
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<Compile Include="Source\Screens\ParticleEditorScreen.cs" />
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<Compile Include="Source\Screens\Screen.cs" />
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<Compile Include="Source\Screens\ServerListScreen.cs" />
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<Compile Include="Source\Serialization\SerializableEntityEditor.cs" />
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@@ -225,13 +225,18 @@ namespace Barotrauma
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}
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GameMain.EditMapScreen.Select();
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}));
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commands.Add(new Command("editcharacter", "", (string[] args) =>
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{
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GameMain.EditCharacterScreen.Select();
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}));
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commands.Add(new Command("editparticles", "", (string[] args) =>
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{
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GameMain.ParticleEditorScreen.Select();
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}));
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commands.Add(new Command("control|controlcharacter", "control [character name]: Start controlling the specified character.", (string[] args) =>
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{
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if (args.Length < 1) return;
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@@ -70,7 +70,25 @@ namespace Barotrauma
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listBox.ToolTip = value;
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}
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}
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public override Rectangle Rect
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{
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get
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{
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return base.Rect;
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}
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set
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{
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Point moveAmount = value.Location - rect.Location;
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base.Rect = value;
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button.Rect = new Rectangle(button.Rect.Location + moveAmount, button.Rect.Size);
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listBox.Rect = new Rectangle(listBox.Rect.Location + moveAmount, listBox.Rect.Size);
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}
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}
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public GUIDropDown(Rectangle rect, string text, string style, GUIComponent parent = null)
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: this(rect, text, style, Alignment.TopLeft, parent)
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{
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@@ -29,6 +29,7 @@ namespace Barotrauma
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public static EditMapScreen EditMapScreen;
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public static EditCharacterScreen EditCharacterScreen;
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public static ParticleEditorScreen ParticleEditorScreen;
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public static Lights.LightManager LightManager;
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@@ -279,13 +280,14 @@ namespace Barotrauma
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TitleScreen.LoadState = 90.0f;
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yield return CoroutineStatus.Running;
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MainMenuScreen = new MainMenuScreen(this);
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LobbyScreen = new LobbyScreen();
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MainMenuScreen = new MainMenuScreen(this);
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LobbyScreen = new LobbyScreen();
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ServerListScreen = new ServerListScreen();
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ServerListScreen = new ServerListScreen();
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EditMapScreen = new EditMapScreen();
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EditCharacterScreen = new EditCharacterScreen();
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EditMapScreen = new EditMapScreen();
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EditCharacterScreen = new EditCharacterScreen();
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ParticleEditorScreen = new ParticleEditorScreen();
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yield return CoroutineStatus.Running;
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@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework.Graphics;
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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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namespace Barotrauma.Particles
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@@ -92,6 +93,11 @@ namespace Barotrauma.Particles
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return particles[particleCount - 1];
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}
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public List<ParticlePrefab> GetPrefabList()
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{
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return prefabs.Values.ToList();
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}
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public ParticlePrefab FindPrefab(string prefabName)
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{
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ParticlePrefab prefab;
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@@ -5,20 +5,27 @@ using System.Xml.Linq;
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namespace Barotrauma.Particles
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{
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class ParticlePrefab
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class ParticlePrefab : ISerializableEntity
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{
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public enum DrawTargetType { Air = 1, Water = 2, Both = 3 }
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public readonly string Name;
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public readonly List<Sprite> Sprites;
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public string Name
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{
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get;
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private set;
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}
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[Editable(0.0f, float.MaxValue, ToolTip = "How many seconds the particle remains alive."), Serialize(5.0f, false)]
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public float LifeTime { get; private set; }
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//movement -----------------------------------------
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private float angularVelocityMin;
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public float AngularVelocityMinRad { get; private set; }
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[Serialize(0.0f, false)]
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[Editable, Serialize(0.0f, false)]
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public float AngularVelocityMin
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{
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get { return angularVelocityMin; }
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@@ -32,7 +39,7 @@ namespace Barotrauma.Particles
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private float angularVelocityMax;
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public float AngularVelocityMaxRad { get; private set; }
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[Serialize(0.0f, false)]
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[Editable, Serialize(0.0f, false)]
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public float AngularVelocityMax
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{
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get { return angularVelocityMax; }
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@@ -46,7 +53,7 @@ namespace Barotrauma.Particles
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private float startRotationMin;
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public float StartRotationMinRad { get; private set; }
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[Serialize(0.0f, false)]
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[Editable(ToolTip = "The minimum initial rotation of the particle (in degrees)."), Serialize(0.0f, false)]
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public float StartRotationMin
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{
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get { return startRotationMin; }
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@@ -60,7 +67,7 @@ namespace Barotrauma.Particles
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private float startRotationMax;
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public float StartRotationMaxRad { get; private set; }
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[Serialize(0.0f, false)]
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[Editable(ToolTip = "The maximum initial rotation of the particle (in degrees)."), Serialize(0.0f, false)]
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public float StartRotationMax
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{
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get { return startRotationMax; }
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@@ -71,19 +78,19 @@ namespace Barotrauma.Particles
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}
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}
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[Serialize(false, false)]
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[Editable(ToolTip = "Should the particle face the direction it's moving towards."), Serialize(false, false)]
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public bool RotateToDirection { get; private set; }
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[Serialize(0.0f, false)]
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[Editable(ToolTip = "Drag applied to the particle when it's moving through air."), Serialize(0.0f, false)]
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public float Drag { get; private set; }
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[Serialize(0.0f, false)]
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[Editable(ToolTip = "Drag applied to the particle when it's moving through water."), Serialize(0.0f, false)]
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public float WaterDrag { get; private set; }
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private Vector2 velocityChange;
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public Vector2 VelocityChangeDisplay { get; private set; }
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[Serialize("0.0,0.0", false)]
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[Editable(ToolTip = "How much the velocity of the particle changes per second."), Serialize("0.0,0.0", false)]
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public Vector2 VelocityChange
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{
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get { return velocityChange; }
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@@ -94,67 +101,74 @@ namespace Barotrauma.Particles
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}
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}
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[Serialize(0.0f, false)]
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[Editable(0.0f, 10000.0f, ToolTip = "Drag applied to the particle when it's moving through water."), Serialize(0.0f, false)]
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public float CollisionRadius { get; private set; }
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[Serialize(false, false)]
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public bool DeleteOnCollision { get; private set; }
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[Serialize(false, false)]
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[Editable(ToolTip = "Does the particle collide with the walls of the submarine and the level."), Serialize(false, false)]
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public bool CollidesWithWalls { get; private set; }
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[Serialize(0.5f, false)]
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[Editable(ToolTip = "Does the particle disappear when it collides with something."), Serialize(false, false)]
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public bool DeleteOnCollision { get; private set; }
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[Editable(0.0f, 1.0f, ToolTip = "The friction coefficient of the particle, i.e. how much it slows down when it's sliding against a surface."), Serialize(0.5f, false)]
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public float Friction { get; private set; }
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[Editable(0.0f, 1.0f, ToolTip = "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (1.0 = the particle stops completely).")]
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[Serialize(0.5f, false)]
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public float Restitution { get; private set; }
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//size -----------------------------------------
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[Serialize("1.0,1.0", false)]
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[Editable(ToolTip = "The minimum initial size of the particle."), Serialize("1.0,1.0", false)]
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public Vector2 StartSizeMin { get; private set; }
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[Serialize("1.0,1.0", false)]
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[Editable(ToolTip = "The maximum initial size of the particle."), Serialize("1.0,1.0", false)]
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public Vector2 StartSizeMax { get; private set; }
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[Editable(ToolTip = "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
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[Serialize("0.0,0.0", false)]
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public Vector2 SizeChangeMin { get; private set; }
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[Editable(ToolTip = "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
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[Serialize("0.0,0.0", false)]
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public Vector2 SizeChangeMax { get; private set; }
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[Editable(ToolTip = "How many seconds it takes for the particle to grow to it's initial size.")]
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[Serialize(0.0f, false)]
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public float GrowTime { get; private set; }
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//rendering -----------------------------------------
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[Serialize("1.0,1.0,1.0,1.0", false)]
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[Editable(ToolTip = "The initial color of the particle"), Serialize("1.0,1.0,1.0,1.0", false)]
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public Color StartColor { get; private set; }
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[Serialize(1.0f, false)]
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[Editable(ToolTip = "The initial alpha value of the particle"), Serialize(1.0f, false)]
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public float StartAlpha { get; private set; }
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[Serialize("0.0,0.0,0.0,0.0", false)]
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[Editable(ToolTip = "How much the color of the particle changes per second."), Serialize("0.0,0.0,0.0,0.0", false)]
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public Vector4 ColorChange { get; private set; }
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[Serialize(DrawTargetType.Air, false)]
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[Editable(ToolTip = "Should the particle be rendered in air, water or both."), Serialize(DrawTargetType.Air, false)]
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public DrawTargetType DrawTarget { get; private set; }
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[Serialize(ParticleBlendState.AlphaBlend, false)]
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[Editable(ToolTip = "The type of blending to use when rendering the particle."), Serialize(ParticleBlendState.AlphaBlend, false)]
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public ParticleBlendState BlendState { get; private set; }
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//animation -----------------------------------------
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[Serialize(1.0f, false)]
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[Editable(0.0f, float.MaxValue, ToolTip = "The duration of the particle's animation cycle (if it's animated)."), Serialize(1.0f, false)]
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public float AnimDuration { get; private set; }
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[Serialize(true, false)]
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[Editable(ToolTip = "Should the sprite animation be looped, or stay at the last frame when the animation finishes."), Serialize(true, false)]
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public bool LoopAnim { get; private set; }
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//misc -----------------------------------------
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//----------------------------------------------------
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[Serialize(5.0f, false)]
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public float LifeTime { get; private set; }
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get;
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private set;
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}
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//----------------------------------------------------
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@@ -164,7 +178,7 @@ namespace Barotrauma.Particles
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Sprites = new List<Sprite>();
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SerializableProperty.DeserializeProperties(this, element);
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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foreach (XElement subElement in element.Elements())
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{
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@@ -0,0 +1,129 @@
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework;
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using Barotrauma.Particles;
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namespace Barotrauma
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{
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class ParticleEditorScreen : Screen
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{
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private GUIComponent rightPanel, leftPanel;
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private GUIListBox prefabList;
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private ParticlePrefab selectedPrefab;
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private SerializableEntityEditor particlePrefabEditor;
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private Camera cam;
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public override Camera Cam
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{
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get
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{
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return cam;
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}
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}
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public ParticleEditorScreen()
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{
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cam = new Camera();
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leftPanel = new GUIFrame(new Rectangle(0, 0, 150, GameMain.GraphicsHeight), "GUIFrameLeft");
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leftPanel.Padding = new Vector4(10.0f, 20.0f, 10.0f, 20.0f);
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rightPanel = new GUIFrame(new Rectangle(0, 0, 450, GameMain.GraphicsHeight), null, Alignment.Right, "GUIFrameRight");
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rightPanel.Padding = new Vector4(10.0f, 20.0f, 0.0f, 20.0f);
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var listBox = new GUIListBox(new Rectangle(0,0,0,0), "", rightPanel);
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prefabList = new GUIListBox(new Rectangle(0, 50, 0, 0), "", leftPanel);
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prefabList.OnSelected += (GUIComponent component, object obj) =>
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{
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selectedPrefab = obj as ParticlePrefab;
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listBox.ClearChildren();
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particlePrefabEditor = new SerializableEntityEditor(selectedPrefab, false, listBox, true);
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return true;
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};
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}
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public override void Select()
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{
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base.Select();
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RefreshPrefabList();
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}
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private void RefreshPrefabList()
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{
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prefabList.ClearChildren();
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var particlePrefabs = GameMain.ParticleManager.GetPrefabList();
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foreach (ParticlePrefab particlePrefab in particlePrefabs)
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{
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var prefabText = new GUITextBlock(new Rectangle(0, 0, 0, 20), particlePrefab.Name, "", prefabList);
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prefabText.UserData = particlePrefab;
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}
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}
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public override void AddToGUIUpdateList()
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{
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leftPanel.AddToGUIUpdateList();
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rightPanel.AddToGUIUpdateList();
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}
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public override void Update(double deltaTime)
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{
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cam.MoveCamera((float)deltaTime);
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leftPanel.Update((float)deltaTime);
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rightPanel.Update((float)deltaTime);
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if (selectedPrefab != null)
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{
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GameMain.ParticleManager.CreateParticle(selectedPrefab, cam.WorldViewCenter, Vector2.UnitY * 100.0f);
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}
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GameMain.ParticleManager.Update((float)deltaTime);
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}
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public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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cam.UpdateTransform();
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GameMain.ParticleManager.UpdateTransforms();
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//-------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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graphics.Clear(new Color(0.051f, 0.149f, 0.271f, 1.0f));
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GameMain.ParticleManager.Draw(spriteBatch, false, false, ParticleBlendState.AlphaBlend);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.Additive,
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null, null, null, null,
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cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, false, ParticleBlendState.Additive);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, ParticleBlendState.Additive);
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spriteBatch.End();
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//-------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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leftPanel.Draw(spriteBatch);
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rightPanel.Draw(spriteBatch);
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GUI.Draw((float)deltaTime, spriteBatch, cam);
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spriteBatch.End();
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}
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}
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}
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@@ -95,6 +95,11 @@ namespace Barotrauma
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{
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SetDimensions(new Point(Rect.Width, 0), false);
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}
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if (parent is GUIListBox)
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{
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((GUIListBox)parent).UpdateScrollBarSize();
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}
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}
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public void AddCustomContent(GUIComponent component, int childIndex)
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Reference in New Issue
Block a user