(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -16,21 +16,17 @@ namespace Barotrauma.Items.Components
: IDrawableComponent
#endif
{
public ParticleEmitter ParticleEmitter
{
get;
private set;
}
#if DEBUG
public Vector2 DrawSize
{
get { return GameMain.DebugDraw ? Vector2.One * Range : Vector2.Zero; }
}
}
#endif
private List<ParticleEmitter> ParticleEmitterHitStructure = new List<ParticleEmitter>();
private List<ParticleEmitter> ParticleEmitterHitCharacter = new List<ParticleEmitter>();
private List<Pair<RelatedItem, ParticleEmitter>> ParticleEmitterHitItem = new List<Pair<RelatedItem, ParticleEmitter>>();
private List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
private List<ParticleEmitter> particleEmitterHitStructure = new List<ParticleEmitter>();
private List<ParticleEmitter> particleEmitterHitCharacter = new List<ParticleEmitter>();
private List<Pair<RelatedItem, ParticleEmitter>> particleEmitterHitItem = new List<Pair<RelatedItem, ParticleEmitter>>();
private float prevProgressBarState;
@@ -41,7 +37,7 @@ namespace Barotrauma.Items.Components
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "particleemitter":
ParticleEmitter = new ParticleEmitter(subElement);
particleEmitters.Add(new ParticleEmitter(subElement));
break;
case "particleemitterhititem":
string[] identifiers = subElement.GetAttributeStringArray("identifiers", new string[0]);
@@ -49,16 +45,16 @@ namespace Barotrauma.Items.Components
string[] excludedIdentifiers = subElement.GetAttributeStringArray("excludedidentifiers", new string[0]);
if (excludedIdentifiers.Length == 0) excludedIdentifiers = subElement.GetAttributeStringArray("excludedidentifier", new string[0]);
ParticleEmitterHitItem.Add(
particleEmitterHitItem.Add(
new Pair<RelatedItem, ParticleEmitter>(
new RelatedItem(identifiers, excludedIdentifiers),
new ParticleEmitter(subElement)));
break;
case "particleemitterhitstructure":
ParticleEmitterHitStructure.Add(new ParticleEmitter(subElement));
particleEmitterHitStructure.Add(new ParticleEmitter(subElement));
break;
case "particleemitterhitcharacter":
ParticleEmitterHitCharacter.Add(new ParticleEmitter(subElement));
particleEmitterHitCharacter.Add(new ParticleEmitter(subElement));
break;
}
}
@@ -67,12 +63,12 @@ namespace Barotrauma.Items.Components
partial void UseProjSpecific(float deltaTime, Vector2 raystart)
{
if (ParticleEmitter != null)
foreach (ParticleEmitter particleEmitter in particleEmitters)
{
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
ParticleEmitter.Emit(
particleEmitter.Emit(
deltaTime, ConvertUnits.ToDisplayUnits(raystart),
item.CurrentHull, particleAngle, ParticleEmitter.Prefab.CopyEntityAngle ? -particleAngle : 0);
item.CurrentHull, particleAngle, particleEmitter.Prefab.CopyEntityAngle ? -particleAngle : 0);
}
}
@@ -94,7 +90,7 @@ namespace Barotrauma.Items.Components
Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
if (targetStructure.Submarine != null) particlePos += targetStructure.Submarine.DrawPosition;
foreach (var emitter in ParticleEmitterHitStructure)
foreach (var emitter in particleEmitterHitStructure)
{
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
@@ -105,7 +101,7 @@ namespace Barotrauma.Items.Components
{
Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
if (targetCharacter.Submarine != null) particlePos += targetCharacter.Submarine.DrawPosition;
foreach (var emitter in ParticleEmitterHitCharacter)
foreach (var emitter in particleEmitterHitCharacter)
{
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
@@ -133,7 +129,7 @@ namespace Barotrauma.Items.Components
Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
if (targetItem.Submarine != null) particlePos += targetItem.Submarine.DrawPosition;
foreach (var emitter in ParticleEmitterHitItem)
foreach (var emitter in particleEmitterHitItem)
{
if (!emitter.First.MatchesItem(targetItem)) continue;
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
@@ -141,7 +137,7 @@ namespace Barotrauma.Items.Components
}
}
#if DEBUG
public void Draw(SpriteBatch spriteBatch, bool editing)
public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
{
if (GameMain.DebugDraw && IsActive)
{