Small optimization: items have a list of components that have to be drawn

This commit is contained in:
Regalis
2016-05-24 21:17:38 +03:00
parent ed529052a2
commit b4af92ace2
13 changed files with 111 additions and 86 deletions
@@ -7,7 +7,7 @@ using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Pickable : ItemComponent
class Pickable : ItemComponent, IDrawableComponent
{
protected Character picker;
@@ -112,6 +112,7 @@ namespace Barotrauma.Items.Components
var leftHand = picker.AnimController.GetLimb(LimbType.LeftHand);
var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
Drawable = true;
pickTimer = 0.0f;
while (pickTimer < requiredTime)
@@ -150,8 +151,10 @@ namespace Barotrauma.Items.Components
private void StopPicking(Character picker)
{
Drawable = false;
picker.AnimController.Anim = AnimController.Animation.None;
pickTimer = 0.0f;
pickTimer = 0.0f;
}
protected void DropConnectedWires(Character character)
@@ -174,9 +177,13 @@ namespace Barotrauma.Items.Components
}
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
public void Draw(SpriteBatch spriteBatch, bool editing = false)
{
if (pickTimer <= 0.0f) return;
if (pickTimer <= 0.0f)
{
Drawable = false;
return;
}
float progressBarWidth = 100.0f;
@@ -105,8 +105,6 @@ namespace Barotrauma.Items.Components
//if (DoesUseFail(Character)) return false;
IsActive = true;
//targetPosition = targetPosition.X, -targetPosition.Y);
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
@@ -195,7 +193,6 @@ namespace Barotrauma.Items.Components
if (character.IsKeyDown(InputType.Aim))
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
//isActive = true;
}
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
@@ -203,12 +200,12 @@ namespace Barotrauma.Items.Components
targetItem.IsHighlighted = true;
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
}
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
return true;
}
@@ -247,33 +244,6 @@ namespace Barotrauma.Items.Components
Use(deltaTime, character);
return leak.Open <= 0.0f;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
if (!IsActive) return;
//Vector2 particleSpeed = new Vector2(
// (float)Math.Cos(item.body.Rotation),
// (float)Math.Sin(item.body.Rotation)) *item.body.Dir * 0.1f;
if (!string.IsNullOrWhiteSpace(particles))
{
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition+TransformedBarrelPos,
-item.body.Rotation + ((item.body.Dir>0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
}
//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
IsActive = false;
}
}
}