(d9829ac) v0.9.4.0
This commit is contained in:
@@ -0,0 +1,142 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using SpriteParams = Barotrauma.RagdollParams.SpriteParams;
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namespace Barotrauma
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{
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class DecorativeSprite : ISerializableEntity
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{
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public string Name => $"Decorative Sprite";
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public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
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public Sprite Sprite { get; private set; }
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public enum AnimationType
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{
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None,
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Sine,
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Noise
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}
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[Serialize("0,0", true), Editable]
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public Vector2 Offset { get; private set; }
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[Serialize(AnimationType.None, false), Editable]
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public AnimationType OffsetAnim { get; private set; }
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[Serialize(0.0f, true), Editable]
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public float OffsetAnimSpeed { get; private set; }
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private float rotationSpeedRadians;
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[Serialize(0.0f, true), Editable]
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public float RotationSpeed
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{
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get
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{
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return MathHelper.ToDegrees(rotationSpeedRadians);
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}
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private set
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{
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rotationSpeedRadians = MathHelper.ToRadians(value);
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}
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}
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[Serialize(0.0f, true), Editable]
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public float Rotation { get; private set; }
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[Serialize(AnimationType.None, false), Editable]
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public AnimationType RotationAnim { get; private set; }
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/// <summary>
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/// If > 0, only one sprite of the same group is used (chosen randomly)
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/// </summary>
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[Serialize(0, false, description: "If > 0, only one sprite of the same group is used (chosen randomly)"), Editable(ReadOnly = true)]
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public int RandomGroupID { get; private set; }
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/// <summary>
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/// The sprite is only drawn if these conditions are fulfilled
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/// </summary>
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internal List<PropertyConditional> IsActiveConditionals { get; private set; } = new List<PropertyConditional>();
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/// <summary>
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/// The sprite is only animated if these conditions are fulfilled
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/// </summary>
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internal List<PropertyConditional> AnimationConditionals { get; private set; } = new List<PropertyConditional>();
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public DecorativeSprite(XElement element, string path = "", string file = "", bool lazyLoad = false)
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{
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Sprite = new Sprite(element, path, file, lazyLoad: lazyLoad);
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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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List<PropertyConditional> conditionalList = null;
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "conditional":
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case "isactiveconditional":
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conditionalList = IsActiveConditionals;
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break;
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case "animationconditional":
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conditionalList = AnimationConditionals;
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break;
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default:
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continue;
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}
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foreach (XAttribute attribute in subElement.Attributes())
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{
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if (attribute.Name.ToString().ToLowerInvariant() == "targetitemcomponent") { continue; }
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conditionalList.Add(new PropertyConditional(attribute));
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}
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}
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}
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public Vector2 GetOffset(ref float offsetState)
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{
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if (OffsetAnimSpeed <= 0.0f)
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{
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return Offset;
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}
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switch (OffsetAnim)
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{
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case AnimationType.Sine:
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offsetState = offsetState % (MathHelper.TwoPi / OffsetAnimSpeed);
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return Offset * (float)Math.Sin(offsetState * OffsetAnimSpeed);
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case AnimationType.Noise:
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offsetState = offsetState % (1.0f / (OffsetAnimSpeed * 0.1f));
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float t = offsetState * 0.1f * OffsetAnimSpeed;
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return new Vector2(
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Offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f),
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Offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f));
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default:
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return Offset;
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}
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}
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public float GetRotation(ref float rotationState)
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{
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if (rotationSpeedRadians <= 0.0f)
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{
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return Rotation;
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}
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switch (OffsetAnim)
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{
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case AnimationType.Sine:
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rotationState = rotationState % (MathHelper.TwoPi / rotationSpeedRadians);
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return Rotation * (float)Math.Sin(rotationState * rotationSpeedRadians);
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case AnimationType.Noise:
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rotationState = rotationState % (1.0f / rotationSpeedRadians);
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return Rotation * PerlinNoise.GetPerlin(rotationState * rotationSpeedRadians, rotationState * rotationSpeedRadians);
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default:
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return rotationState * rotationSpeedRadians;
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}
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}
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public void Remove()
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{
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Sprite?.Remove();
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Sprite = null;
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}
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}
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}
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@@ -8,13 +8,12 @@ namespace Barotrauma.SpriteDeformations
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{
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class CustomDeformationParams : SpriteDeformationParams
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{
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "How fast the deformation \"oscillates\" back and forth. " +
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f),
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Serialize(0.0f, true, description: "How fast the deformation \"oscillates\" back and forth. " +
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"For example, if the sprite is stretched up, setting this value above zero would make it do a wave-like movement up and down.")]
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public override float Frequency { get; set; } = 1;
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[Serialize(1.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "The \"strength\" of the deformation.")]
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[Serialize(1.0f, true, description: "The \"strength\" of the deformation."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
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public float Amplitude { get; set; }
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public CustomDeformationParams(XElement element) : base(element)
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@@ -26,7 +25,7 @@ namespace Barotrauma.SpriteDeformations
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{
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private List<Vector2[]> deformRows = new List<Vector2[]>();
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private CustomDeformationParams CustomDeformationParams => deformationParams as CustomDeformationParams;
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private CustomDeformationParams CustomDeformationParams => Params as CustomDeformationParams;
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public override float Phase
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{
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@@ -116,11 +115,12 @@ namespace Barotrauma.SpriteDeformations
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multiplier = CustomDeformationParams.Frequency <= 0.0f ?
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CustomDeformationParams.Amplitude :
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(float)Math.Sin(phase) * CustomDeformationParams.Amplitude;
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multiplier *= Params.Strength;
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}
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public override void Update(float deltaTime)
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{
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if (!deformationParams.UseMovementSine)
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if (!Params.UseMovementSine)
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{
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phase += deltaTime * CustomDeformationParams.Frequency;
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phase %= MathHelper.TwoPi;
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@@ -31,7 +31,7 @@ namespace Barotrauma.SpriteDeformations
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private Vector2[,] deformation;
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private InflateParams InflateParams => deformationParams as InflateParams;
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private InflateParams InflateParams => Params as InflateParams;
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public Inflate(XElement element) : base(element, new InflateParams(element))
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{
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@@ -58,11 +58,12 @@ namespace Barotrauma.SpriteDeformations
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{
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deformation = this.deformation;
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multiplier = InflateParams.Frequency <= 0.0f ? InflateParams.Scale : (float)(Math.Sin(phase) + 1.0f) / 2.0f * InflateParams.Scale;
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multiplier *= Params.Strength;
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}
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public override void Update(float deltaTime)
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{
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if (!deformationParams.UseMovementSine)
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if (!Params.UseMovementSine)
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{
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phase += deltaTime * InflateParams.Frequency;
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phase %= MathHelper.TwoPi;
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+10
-13
@@ -21,7 +21,7 @@ namespace Barotrauma.SpriteDeformations
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public float BendRight
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{
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get { return bendRight; }
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set { bendRight = MathHelper.Clamp(value, -maxRotation, maxRotation); }
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set { bendRight = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
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}
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//the pivot point to rotate the right side around
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public Vector2 BendRightRefPos = new Vector2(1.0f, 0.5f);
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@@ -30,7 +30,7 @@ namespace Barotrauma.SpriteDeformations
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public float BendLeft
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{
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get { return bendLeft; }
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set { bendLeft = MathHelper.Clamp(value, -maxRotation, maxRotation); }
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set { bendLeft = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
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}
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public Vector2 BendLeftRefPos = new Vector2(0.0f, 0.5f);
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@@ -38,7 +38,7 @@ namespace Barotrauma.SpriteDeformations
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public float BendUp
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{
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get { return bendUp; }
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set { bendUp = MathHelper.Clamp(value, -maxRotation, maxRotation); }
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set { bendUp = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
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}
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public Vector2 BendUpRefPos = new Vector2(0.5f, 0.0f);
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@@ -46,18 +46,15 @@ namespace Barotrauma.SpriteDeformations
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public float BendDown
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{
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get { return bendDown; }
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set { bendDown = MathHelper.Clamp(value, -maxRotation, maxRotation); }
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set { bendDown = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
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}
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public Vector2 BendDownRefPos = new Vector2(0.5f, 1.0f);
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public Vector2 Scale = Vector2.Zero;
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private float maxRotation;
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private float MaxRotationInRadians => MathHelper.ToRadians(Params.MaxRotation);
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public JointBendDeformation(XElement element) : base(element, new JointBendDeformationParams(element))
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{
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maxRotation = MathHelper.ToRadians(element == null ? 90.0f : element.GetAttributeFloat("maxrotation", 90.0f));
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}
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public JointBendDeformation(XElement element) : base(element, new JointBendDeformationParams(element)) { }
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protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
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{
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@@ -80,7 +77,7 @@ namespace Barotrauma.SpriteDeformations
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{
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float strength = 1.0f - normalizedPos.X;//(1.0f - Math.Max(normalizedPos.X - BendLeftRefPos.X, 0.0f) / (1.0f - BendLeftRefPos.X));
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strength = Math.Max((strength - 0.5f) * 2.0f, 0.0f);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendLeftRefPos, BendLeft * strength);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendLeftRefPos, BendLeft * strength * Params.Strength);
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Vector2 offset = rotatedP - normalizedPos;
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offset.X *= Scale.Y / Scale.X;
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Deformation[x, y] += offset;
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@@ -89,7 +86,7 @@ namespace Barotrauma.SpriteDeformations
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{
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float strength = normalizedPos.X;//(1.0f - Math.Max(BendRightRefPos.X - normalizedPos.X, 0.0f) / (BendRightRefPos.X));
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strength = Math.Max((strength - 0.5f) * 2.0f, 0.0f);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendRightRefPos, BendRight * strength);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendRightRefPos, BendRight * strength * Params.Strength);
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Vector2 offset = rotatedP - normalizedPos;
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offset.X *= Scale.Y / Scale.X;
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Deformation[x, y] += offset;
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@@ -99,7 +96,7 @@ namespace Barotrauma.SpriteDeformations
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{
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float strength = 1.0f - normalizedPos.Y;//(1.0f - Math.Max(normalizedPos.Y - BendUpRefPos.Y, 0.0f) / (1.0f - BendUpRefPos.Y));
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strength = Math.Max((strength - 0.5f) * 2.0f, 0.0f);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendUpRefPos, BendUp * strength);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendUpRefPos, BendUp * strength * Params.Strength);
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Vector2 offset = rotatedP - normalizedPos;
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offset.Y *= Scale.X / Scale.Y;
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Deformation[x, y] += offset;
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@@ -108,7 +105,7 @@ namespace Barotrauma.SpriteDeformations
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{
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float strength = normalizedPos.Y;//(1.0f - Math.Max(BendDownRefPos.Y - normalizedPos.Y, 0.0f) / (BendDownRefPos.Y));
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strength = Math.Max((strength - 0.5f) * 2.0f, 0.0f);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendDownRefPos, BendDown * strength);
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Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendDownRefPos, BendDown * strength * Params.Strength);
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Vector2 offset = rotatedP - normalizedPos;
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offset.Y *= Scale.X / Scale.Y;
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Deformation[x, y] += offset;
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@@ -5,16 +5,13 @@ namespace Barotrauma.SpriteDeformations
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{
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class NoiseDeformationParams : SpriteDeformationParams
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{
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f,
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ToolTip = "The frequency of the noise.")]
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[Serialize(0.0f, true, description: "The frequency of the noise."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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public override float Frequency { get; set; }
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[Serialize(1.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "How much the noise distorts the sprite.")]
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[Serialize(1.0f, true, description: "How much the noise distorts the sprite."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, DecimalCount = 2, ValueStep = 0.01f)]
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public float Amplitude { get; set; }
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "How fast the noise changes.")]
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[Serialize(0.0f, true, description: "How fast the noise changes."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, DecimalCount = 2, ValueStep = 0.01f)]
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public float ChangeSpeed { get; set; }
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public NoiseDeformationParams(XElement element) : base(element)
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@@ -24,7 +21,7 @@ namespace Barotrauma.SpriteDeformations
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class NoiseDeformation : SpriteDeformation
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{
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private NoiseDeformationParams NoiseDeformationParams => deformationParams as NoiseDeformationParams;
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private NoiseDeformationParams NoiseDeformationParams => Params as NoiseDeformationParams;
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private float phase;
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@@ -53,7 +50,7 @@ namespace Barotrauma.SpriteDeformations
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protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
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{
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deformation = Deformation;
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multiplier = NoiseDeformationParams.Amplitude;
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multiplier = NoiseDeformationParams.Amplitude * Params.Strength;
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}
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public override void Update(float deltaTime)
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@@ -10,30 +10,26 @@ namespace Barotrauma.SpriteDeformations
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/// 0 = no falloff, the entire sprite is stretched
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/// 1 = stretching the center of the sprite has no effect at the edges
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/// </summary>
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f,
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ToolTip = "0 = no falloff, the entire sprite is stretched, 1 = stretching the center of the sprite has no effect at the edges.")]
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[Serialize(0.0f, true, description: "0 = no falloff, the entire sprite is stretched, 1 = stretching the center of the sprite has no effect at the edges."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
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public float Falloff { get; set; }
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/// <summary>
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/// Maximum stretch per vertex (1 = the size of the sprite)
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/// </summary>
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[Serialize(1.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "Maximum stretch per vertex (1 = the size of the sprite)")]
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[Serialize(1.0f, true, description: "Maximum stretch per vertex (1 = the size of the sprite)"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
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public float MaxDeformation { get; set; }
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/// <summary>
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/// How fast the sprite reacts to being stretched
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/// </summary>
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[Serialize(1.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "How fast the sprite reacts to being stretched")]
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[Serialize(1.0f, true, description: "How fast the sprite reacts to being stretched"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
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public float ReactionSpeed { get; set; }
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/// <summary>
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/// How fast the sprite returns back to normal after stretching ends
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/// </summary>
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[Serialize(0.1f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
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ToolTip = "How fast the sprite returns back to normal after stretching ends")]
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[Serialize(0.1f, true, description: "How fast the sprite returns back to normal after stretching ends"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
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public float RecoverSpeed { get; set; }
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public PositionalDeformationParams(XElement element) : base(element)
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@@ -52,7 +48,7 @@ namespace Barotrauma.SpriteDeformations
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public ReactionType Type;
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private PositionalDeformationParams positionalDeformationParams => DeformationParams as PositionalDeformationParams;
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private PositionalDeformationParams positionalDeformationParams => Params as PositionalDeformationParams;
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public PositionalDeformation(XElement element) : base(element, new PositionalDeformationParams(element))
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{
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@@ -14,7 +14,7 @@ namespace Barotrauma.SpriteDeformations
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/// A positive value means that this deformation is or could be used for multiple sprites.
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/// This behaviour is not automatic, and has to be implemented for any particular case separately (currently only used in Limbs).
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/// </summary>
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[Serialize(-1, true)]
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[Serialize(-1, true), Editable]
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public int Sync
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{
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get;
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@@ -35,18 +35,24 @@ namespace Barotrauma.SpriteDeformations
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set;
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}
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public string Name => GetType().Name;
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public string Name => $"Deformation ({TypeName})";
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[Serialize(false, true)]
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[Serialize(1.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2, ValueStep = 0.01f)]
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public float Strength { get; private set; }
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[Serialize(90f, true), Editable(MinValueFloat = 0, MaxValueFloat = 90)]
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public float MaxRotation { get; private set; }
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[Serialize(false, true), Editable]
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public bool UseMovementSine { get; set; }
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||||
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||||
[Serialize(false, true)]
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||||
[Serialize(false, true), Editable]
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||||
public bool StopWhenHostIsDead { get; set; }
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||||
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||||
/// <summary>
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||||
/// Only used if UseMovementSine is enabled. Multiplier for Pi.
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||||
/// </summary>
|
||||
[Serialize(0f, true)]
|
||||
[Serialize(0f, true), Editable]
|
||||
public float SineOffset { get; set; }
|
||||
|
||||
public virtual float Frequency { get; set; } = 1;
|
||||
@@ -54,7 +60,7 @@ namespace Barotrauma.SpriteDeformations
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -97,7 +103,7 @@ namespace Barotrauma.SpriteDeformations
|
||||
|
||||
protected Vector2[,] Deformation { get; private set; }
|
||||
|
||||
protected SpriteDeformationParams deformationParams;
|
||||
public SpriteDeformationParams Params { get; set; }
|
||||
|
||||
private static readonly string[] deformationTypes = new string[] { "Inflate", "Custom", "Noise", "BendJoint", "ReactToTriggerers" };
|
||||
public static IEnumerable<string> DeformationTypes
|
||||
@@ -107,19 +113,13 @@ namespace Barotrauma.SpriteDeformations
|
||||
|
||||
public Point Resolution
|
||||
{
|
||||
get { return deformationParams.Resolution; }
|
||||
get { return Params.Resolution; }
|
||||
set { SetResolution(value); }
|
||||
}
|
||||
|
||||
public SpriteDeformationParams DeformationParams
|
||||
{
|
||||
get { return deformationParams; }
|
||||
set { deformationParams = value; }
|
||||
}
|
||||
public string TypeName => Params.TypeName;
|
||||
|
||||
public string TypeName => deformationParams.TypeName;
|
||||
|
||||
public int Sync => deformationParams.Sync;
|
||||
public int Sync => Params.Sync;
|
||||
|
||||
public static SpriteDeformation Load(string deformationType, string parentDebugName)
|
||||
{
|
||||
@@ -174,22 +174,22 @@ namespace Barotrauma.SpriteDeformations
|
||||
|
||||
if (newDeformation != null)
|
||||
{
|
||||
newDeformation.deformationParams.TypeName = typeName;
|
||||
newDeformation.Params.TypeName = typeName;
|
||||
}
|
||||
return newDeformation;
|
||||
}
|
||||
|
||||
protected SpriteDeformation(XElement element, SpriteDeformationParams deformationParams)
|
||||
{
|
||||
this.deformationParams = deformationParams;
|
||||
this.Params = deformationParams;
|
||||
SerializableProperty.DeserializeProperties(deformationParams, element);
|
||||
Deformation = new Vector2[deformationParams.Resolution.X, deformationParams.Resolution.Y];
|
||||
}
|
||||
|
||||
public void SetResolution(Point resolution)
|
||||
{
|
||||
deformationParams.Resolution = resolution;
|
||||
Deformation = new Vector2[deformationParams.Resolution.X, deformationParams.Resolution.Y];
|
||||
Params.Resolution = resolution;
|
||||
Deformation = new Vector2[Params.Resolution.X, Params.Resolution.Y];
|
||||
}
|
||||
|
||||
protected abstract void GetDeformation(out Vector2[,] deformation, out float multiplier);
|
||||
@@ -200,10 +200,10 @@ namespace Barotrauma.SpriteDeformations
|
||||
{
|
||||
foreach (SpriteDeformation animation in animations)
|
||||
{
|
||||
if (animation.deformationParams.Resolution.X != animation.Deformation.GetLength(0) ||
|
||||
animation.deformationParams.Resolution.Y != animation.Deformation.GetLength(1))
|
||||
if (animation.Params.Resolution.X != animation.Deformation.GetLength(0) ||
|
||||
animation.Params.Resolution.Y != animation.Deformation.GetLength(1))
|
||||
{
|
||||
animation.Deformation = new Vector2[animation.deformationParams.Resolution.X, animation.deformationParams.Resolution.Y];
|
||||
animation.Deformation = new Vector2[animation.Params.Resolution.X, animation.Params.Resolution.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -224,7 +224,7 @@ namespace Barotrauma.SpriteDeformations
|
||||
{
|
||||
for (int y = 0; y < resolution.Y; y++)
|
||||
{
|
||||
switch (animation.deformationParams.BlendMode)
|
||||
switch (animation.Params.BlendMode)
|
||||
{
|
||||
case DeformationBlendMode.Override:
|
||||
deformation[x,y] = animDeformation[x,y] * scale * multiplier;
|
||||
@@ -244,7 +244,7 @@ namespace Barotrauma.SpriteDeformations
|
||||
|
||||
public virtual void Save(XElement element)
|
||||
{
|
||||
SerializableProperty.SerializeProperties(deformationParams, element);
|
||||
SerializableProperty.SerializeProperties(Params, element);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -267,7 +267,7 @@ namespace Barotrauma
|
||||
Matrix.CreateTranslation(pos);
|
||||
}
|
||||
|
||||
public void Draw(Camera cam, Vector3 pos, Vector2 origin, float rotate, Vector2 scale, Color color, bool flip = false)
|
||||
public void Draw(Camera cam, Vector3 pos, Vector2 origin, float rotate, Vector2 scale, Color color, bool flip = false, bool mirror = false)
|
||||
{
|
||||
if (Sprite.Texture == null) { return; }
|
||||
if (!initialized) { Init(); }
|
||||
@@ -291,6 +291,10 @@ namespace Barotrauma
|
||||
effect.Parameters["deformArray"].SetValue(deformAmount);
|
||||
effect.Parameters["deformArrayWidth"].SetValue(deformArrayWidth);
|
||||
effect.Parameters["deformArrayHeight"].SetValue(deformArrayHeight);
|
||||
if (mirror)
|
||||
{
|
||||
flip = !flip;
|
||||
}
|
||||
effect.Parameters["uvTopLeft"].SetValue(flip ? uvTopLeftFlipped : uvTopLeft);
|
||||
effect.Parameters["uvBottomRight"].SetValue(flip ? uvBottomRightFlipped : uvBottomRight);
|
||||
effect.GraphicsDevice.SetVertexBuffer(flip ? flippedVertexBuffer : vertexBuffer);
|
||||
@@ -368,7 +372,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (SpriteDeformation deformation in deformations)
|
||||
{
|
||||
var deformEditor = new SerializableEntityEditor(container.RectTransform, deformation.DeformationParams, false, true);
|
||||
var deformEditor = new SerializableEntityEditor(container.RectTransform, deformation.Params, false, true);
|
||||
deformEditor.RectTransform.MinSize = new Point(deformEditor.Rect.Width, deformEditor.Rect.Height);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,8 +9,9 @@ namespace Barotrauma
|
||||
{
|
||||
public partial class Sprite
|
||||
{
|
||||
protected Texture2D texture;
|
||||
private bool cannotBeLoaded;
|
||||
|
||||
protected Texture2D texture;
|
||||
public Texture2D Texture
|
||||
{
|
||||
get
|
||||
@@ -56,7 +57,7 @@ namespace Barotrauma
|
||||
|
||||
public void EnsureLazyLoaded()
|
||||
{
|
||||
if (!lazyLoad || texture != null) { return; }
|
||||
if (!lazyLoad || texture != null || cannotBeLoaded) { return; }
|
||||
|
||||
Vector4 sourceVector = Vector4.Zero;
|
||||
bool temp2 = false;
|
||||
@@ -74,6 +75,10 @@ namespace Barotrauma
|
||||
if (s == this) { continue; }
|
||||
if (s.FullPath == FullPath && s.texture != null) { s.texture = texture; }
|
||||
}
|
||||
if (texture == null)
|
||||
{
|
||||
cannotBeLoaded = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void ReloadTexture(bool updateAllSprites = false) => ReloadTexture(updateAllSprites ? LoadedSprites.Where(s => s.Texture == texture) : new Sprite[] { this });
|
||||
@@ -93,10 +98,8 @@ namespace Barotrauma
|
||||
sourceRect = new Rectangle(0, 0, texture.Width, texture.Height);
|
||||
}
|
||||
|
||||
|
||||
public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true)
|
||||
{
|
||||
|
||||
if (string.IsNullOrWhiteSpace(file))
|
||||
{
|
||||
Texture2D t = null;
|
||||
@@ -109,7 +112,7 @@ namespace Barotrauma
|
||||
file = Path.GetFullPath(file);
|
||||
foreach (Sprite s in list)
|
||||
{
|
||||
if (s.FullPath == file && s.texture != null) { return s.texture; }
|
||||
if (s.FullPath == file && s.texture != null && !s.texture.IsDisposed) { return s.texture; }
|
||||
}
|
||||
|
||||
if (File.Exists(file))
|
||||
|
||||
Reference in New Issue
Block a user