Small optimization: items have a list of components that have to be drawn
This commit is contained in:
@@ -10,7 +10,7 @@ using Barotrauma.Lights;
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namespace Barotrauma.Items.Components
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{
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class Door : ItemComponent
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class Door : ItemComponent, IDrawableComponent
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{
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private Gap linkedGap;
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@@ -293,7 +293,7 @@ namespace Barotrauma.Items.Components
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linkedGap.Open = 1.0f;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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Color color = (item.IsSelected) ? Color.Green : Color.White;
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color = color * (item.Condition / 100.0f);
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@@ -7,7 +7,7 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Pickable : ItemComponent
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class Pickable : ItemComponent, IDrawableComponent
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{
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protected Character picker;
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@@ -112,6 +112,7 @@ namespace Barotrauma.Items.Components
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var leftHand = picker.AnimController.GetLimb(LimbType.LeftHand);
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var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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Drawable = true;
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pickTimer = 0.0f;
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while (pickTimer < requiredTime)
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@@ -150,8 +151,10 @@ namespace Barotrauma.Items.Components
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private void StopPicking(Character picker)
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{
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Drawable = false;
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picker.AnimController.Anim = AnimController.Animation.None;
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pickTimer = 0.0f;
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pickTimer = 0.0f;
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}
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protected void DropConnectedWires(Character character)
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@@ -174,9 +177,13 @@ namespace Barotrauma.Items.Components
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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if (pickTimer <= 0.0f) return;
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if (pickTimer <= 0.0f)
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{
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Drawable = false;
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return;
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}
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float progressBarWidth = 100.0f;
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@@ -105,8 +105,6 @@ namespace Barotrauma.Items.Components
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//if (DoesUseFail(Character)) return false;
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IsActive = true;
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//targetPosition = targetPosition.X, -targetPosition.Y);
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float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
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@@ -195,7 +193,6 @@ namespace Barotrauma.Items.Components
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if (character.IsKeyDown(InputType.Aim))
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{
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targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
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//isActive = true;
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}
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}
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else if ((targetItem = (targetBody.UserData as Item)) != null)
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@@ -203,12 +200,12 @@ namespace Barotrauma.Items.Components
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targetItem.IsHighlighted = true;
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ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
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}
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}
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}
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GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
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-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
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return true;
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}
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@@ -247,33 +244,6 @@ namespace Barotrauma.Items.Components
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Use(deltaTime, character);
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return leak.Open <= 0.0f;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (!IsActive) return;
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//Vector2 particleSpeed = new Vector2(
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// (float)Math.Cos(item.body.Rotation),
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// (float)Math.Sin(item.body.Rotation)) *item.body.Dir * 0.1f;
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if (!string.IsNullOrWhiteSpace(particles))
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{
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GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition+TransformedBarrelPos,
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-item.body.Rotation + ((item.body.Dir>0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
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}
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//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
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//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
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//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
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//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
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IsActive = false;
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}
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}
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}
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@@ -12,6 +12,11 @@ using System.Globalization;
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namespace Barotrauma.Items.Components
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{
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interface IDrawableComponent
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{
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void Draw(SpriteBatch spriteBatch, bool editing);
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}
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class ItemSound
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{
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public readonly Sound Sound;
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@@ -104,6 +109,28 @@ namespace Barotrauma.Items.Components
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}
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}
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private bool drawable = true;
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public bool Drawable
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{
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get { return drawable; }
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set
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{
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if (value == drawable) return;
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drawable = value;
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if (drawable)
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{
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if (!item.drawableComponents.Contains(this as IDrawableComponent))
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item.drawableComponents.Add(this as IDrawableComponent);
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}
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else
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{
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item.drawableComponents.Remove(this as IDrawableComponent);
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}
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}
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}
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[HasDefaultValue(false, false)]
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public bool CanBePicked
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{
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@@ -430,7 +457,10 @@ namespace Barotrauma.Items.Components
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/// <summary>a Character has dropped the item</summary>
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public virtual void Drop(Character dropper) { }
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public virtual void Draw(SpriteBatch spriteBatch, bool editing = false) { }
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//public virtual void Draw(SpriteBatch spriteBatch, bool editing = false)
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//{
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// item.drawableComponents = Array.FindAll(item.drawableComponents, i => i != this);
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//}
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public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
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@@ -7,7 +7,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma.Items.Components
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{
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class ItemContainer : ItemComponent
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class ItemContainer : ItemComponent, IDrawableComponent
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{
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public const int MaxInventoryCount = 4;
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@@ -29,7 +29,11 @@ namespace Barotrauma.Items.Components
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public bool HideItems
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{
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get { return hideItems; }
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set { hideItems = value; }
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set
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{
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hideItems = value;
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Drawable = !hideItems;
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}
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}
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private bool hideItems;
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@@ -160,10 +164,8 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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base.Draw(spriteBatch, editing);
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if (hideItems || (item.body != null && !item.body.Enabled)) return;
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Vector2 transformedItemPos = itemPos;
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@@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class ItemLabel : ItemComponent
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class ItemLabel : ItemComponent, IDrawableComponent
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{
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private GUITextBlock textBlock;
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@@ -64,10 +64,8 @@ namespace Barotrauma.Items.Components
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{
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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base.Draw(spriteBatch, editing);
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var drawPos = new Vector2(
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item.DrawPosition.X - item.Rect.Width/2.0f,
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-(item.DrawPosition.Y + item.Rect.Height/2.0f));
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@@ -8,7 +8,7 @@ using Barotrauma.Networking;
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namespace Barotrauma.Items.Components
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{
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class Reactor : Powered
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class Reactor : Powered, IDrawableComponent
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{
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const float NetworkUpdateInterval = 3.0f;
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@@ -385,10 +385,8 @@ namespace Barotrauma.Items.Components
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return picker != null;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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base.Draw(spriteBatch, editing);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(item.Rect.X + item.Rect.Width / 2 - 6, -item.Rect.Y + 29),
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new Vector2(12, 42), Color.Black);
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@@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma.Items.Components
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{
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class PowerContainer : Powered
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class PowerContainer : Powered, IDrawableComponent
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{
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//[power/min]
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float capacity;
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@@ -224,10 +224,8 @@ namespace Barotrauma.Items.Components
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//if (connection.IsPower) voltage = power;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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base.Draw(spriteBatch, editing);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(item.DrawPosition.X- 4, -item.DrawPosition.Y),
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new Vector2(8, 22), Color.Black);
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@@ -13,7 +13,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma.Items.Components
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{
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class Rope : ItemComponent
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class Rope : ItemComponent, IDrawableComponent
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{
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PhysicsBody[] ropeBodies;
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RevoluteJoint[] ropeJoints;
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@@ -239,10 +239,8 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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base.Draw(spriteBatch, editing);
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if (!IsActive) return;
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RevoluteJoint firstJoint = null;
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@@ -5,7 +5,7 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class LightComponent : Powered
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class LightComponent : Powered, IDrawableComponent
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{
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private Color lightColor;
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@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
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public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
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{
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if (light.LightSprite != null && (item.body == null || item.body.Enabled))
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{
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@@ -8,7 +8,7 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Wire : ItemComponent
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class Wire : ItemComponent, IDrawableComponent
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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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@@ -129,6 +129,7 @@ namespace Barotrauma.Items.Components
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Nodes.Add(newConnection.Item.Position - Submarine.HiddenSubPosition);
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}
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break;
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}
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@@ -150,6 +151,8 @@ namespace Barotrauma.Items.Components
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CleanNodes();
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}
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Drawable = Nodes.Any();
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if (!loading) Item.NewComponentEvent(this, true, true);
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return true;
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@@ -160,6 +163,7 @@ namespace Barotrauma.Items.Components
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ClearConnections();
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IsActive = true;
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//Drawable = true;
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}
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public override void Unequip(Character character)
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@@ -174,7 +178,6 @@ namespace Barotrauma.Items.Components
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ClearConnections();
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IsActive = false;
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -221,6 +224,8 @@ namespace Barotrauma.Items.Components
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if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
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{
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Nodes.Add(newNodePos);
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Drawable = true;
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newNodePos = Vector2.Zero;
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}
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return true;
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@@ -231,8 +236,11 @@ namespace Barotrauma.Items.Components
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if (Nodes.Count > 1)
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{
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Nodes.RemoveAt(Nodes.Count - 1);
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item.NewComponentEvent(this, true, true);
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}
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Drawable = Nodes.Any();
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}
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public override bool Pick(Character picker)
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@@ -256,6 +264,8 @@ namespace Barotrauma.Items.Components
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connections[i] = null;
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}
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Drawable = false;
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}
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private Vector2 RoundNode(Vector2 position, Hull hull)
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@@ -317,16 +327,19 @@ namespace Barotrauma.Items.Components
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (Nodes.Count == 0) return;
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//for (int i = 0; i < nodes.Count; i++)
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//{
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// GUI.DrawRectangle(spriteBatch, new Rectangle((int)nodes[i].X, (int)-nodes[i].Y, 5, 5), Color.DarkGray, true, wireSprite.Depth - 0.01f);
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//}
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if (!Nodes.Any())
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{
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Drawable = false;
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return;
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}
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if (item.IsHighlighted)
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{
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for (int i = 1; i < Nodes.Count; i++)
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@@ -347,9 +360,9 @@ namespace Barotrauma.Items.Components
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//nodes.Add(newNodePos);
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}
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if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode ) return;
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if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) return;
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for (int i = 0; i < Nodes.Count; i++)
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{
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Vector2 worldPos = Nodes[i];
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@@ -396,8 +409,8 @@ namespace Barotrauma.Items.Components
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.HiddenSubPosition - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X/2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y/2.0f);
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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//if (item.Submarine != null) nodeWorldPos += item.Submarine.Position;
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@@ -478,6 +491,8 @@ namespace Barotrauma.Items.Components
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Nodes.Add(new Vector2(x, y));
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}
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Drawable = Nodes.Any();
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}
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protected override void RemoveComponentSpecific()
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@@ -513,6 +528,8 @@ namespace Barotrauma.Items.Components
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}
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Nodes = newNodes;
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Drawable = Nodes.Any();
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}
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}
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}
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@@ -8,7 +8,7 @@ using FarseerPhysics;
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namespace Barotrauma.Items.Components
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{
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class Turret : Powered
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class Turret : Powered, IDrawableComponent
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{
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Sprite barrelSprite;
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@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
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if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
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@@ -42,6 +42,7 @@ namespace Barotrauma
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//components that determine the functionality of the item
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public List<ItemComponent> components;
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public List<IDrawableComponent> drawableComponents;
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public PhysicsBody body;
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@@ -98,7 +99,7 @@ namespace Barotrauma
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{
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get
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{
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return ParentInventory == null && (body == null || body.Enabled);
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return parentInventory == null && (body == null || body.Enabled);
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}
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}
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@@ -312,10 +313,11 @@ namespace Barotrauma
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spriteColor = prefab.SpriteColor;
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linkedTo = new ObservableCollection<MapEntity>();
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components = new List<ItemComponent>();
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FixRequirements = new List<FixRequirement>();
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tags = new List<string>();
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linkedTo = new ObservableCollection<MapEntity>();
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components = new List<ItemComponent>();
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drawableComponents = new List<IDrawableComponent>();
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FixRequirements = new List<FixRequirement>();
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tags = new List<string>();
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||||
rect = newRect;
|
||||
|
||||
@@ -339,8 +341,6 @@ namespace Barotrauma
|
||||
|
||||
properties = ObjectProperty.InitProperties(this, element);
|
||||
|
||||
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
@@ -366,6 +366,8 @@ namespace Barotrauma
|
||||
|
||||
components.Add(ic);
|
||||
|
||||
if (ic is IDrawableComponent && ic.Drawable) drawableComponents.Add(ic as IDrawableComponent);
|
||||
|
||||
if (ic.statusEffectLists == null) continue;
|
||||
|
||||
if (statusEffectLists == null)
|
||||
@@ -394,7 +396,7 @@ namespace Barotrauma
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//containers need to handle collision events to notify items inside them about the impact
|
||||
if (ImpactTolerance > 0.0f || GetComponent<ItemContainer>() != null)
|
||||
{
|
||||
@@ -846,8 +848,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (ItemComponent component in components) component.Draw(spriteBatch, editing);
|
||||
|
||||
for (int i = 0; i < drawableComponents.Count; i++ )
|
||||
{
|
||||
drawableComponents[i].Draw(spriteBatch, editing);
|
||||
}
|
||||
|
||||
//foreach (ItemComponent component in components) component.Draw(spriteBatch, editing);
|
||||
|
||||
if (GameMain.DebugDraw && aiTarget!=null) aiTarget.Draw(spriteBatch);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user