Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
@@ -87,11 +87,7 @@ namespace Barotrauma.Items.Components
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
Color color = (item.IsSelected) ? Color.Green : Color.White;
|
||||
color = color * (item.Condition / item.Prefab.Health);
|
||||
color.A = 255;
|
||||
|
||||
//prefab.sprite.Draw(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), color);
|
||||
|
||||
|
||||
if (stuck > 0.0f && weldedSprite != null)
|
||||
{
|
||||
Vector2 weldSpritePos = new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height / 2.0f);
|
||||
@@ -114,10 +110,25 @@ namespace Barotrauma.Items.Components
|
||||
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle((int)(doorSprite.SourceRect.X + doorSprite.size.X * openState), (int)doorSprite.SourceRect.Y,
|
||||
(int)(doorSprite.size.X * (1.0f - openState)), (int)doorSprite.size.Y),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
if (brokenSprite == null || item.Health > 0.0f)
|
||||
{
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle((int) (doorSprite.SourceRect.X + doorSprite.size.X * openState),
|
||||
(int) doorSprite.SourceRect.Y,
|
||||
(int) (doorSprite.size.X * (1.0f - openState)), (int) doorSprite.size.Y),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
}
|
||||
|
||||
if (brokenSprite != null && item.Health < item.Prefab.Health)
|
||||
{
|
||||
Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f, 1.0f - item.Health / item.Prefab.Health) : Vector2.One;
|
||||
float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.Prefab.Health : 1.0f;
|
||||
spriteBatch.Draw(brokenSprite.Texture, pos,
|
||||
new Rectangle((int)(brokenSprite.SourceRect.X + brokenSprite.size.X * openState), brokenSprite.SourceRect.Y,
|
||||
(int)(brokenSprite.size.X * (1.0f - openState)), (int)brokenSprite.size.Y),
|
||||
color * alpha, 0.0f, brokenSprite.Origin, scale, SpriteEffects.None,
|
||||
brokenSprite.Depth);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -125,10 +136,25 @@ namespace Barotrauma.Items.Components
|
||||
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.SourceRect.Y + doorSprite.size.Y * openState),
|
||||
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
if (brokenSprite == null || item.Health > 0.0f)
|
||||
{
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle(doorSprite.SourceRect.X,
|
||||
(int) (doorSprite.SourceRect.Y + doorSprite.size.Y * openState),
|
||||
(int) doorSprite.size.X, (int) (doorSprite.size.Y * (1.0f - openState))),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
}
|
||||
|
||||
if (brokenSprite != null && item.Health < item.Prefab.Health)
|
||||
{
|
||||
Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f - item.Health / item.Prefab.Health, 1.0f) : Vector2.One;
|
||||
float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.Prefab.Health : 1.0f;
|
||||
spriteBatch.Draw(brokenSprite.Texture, pos,
|
||||
new Rectangle(brokenSprite.SourceRect.X, (int)(brokenSprite.SourceRect.Y + brokenSprite.size.Y * openState),
|
||||
(int)brokenSprite.size.X, (int)(brokenSprite.size.Y * (1.0f - openState))),
|
||||
color * alpha, 0.0f, brokenSprite.Origin, scale, SpriteEffects.None, brokenSprite.Depth);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user