Moved some client-specific limb code to the client project, dripping water particles when characters get out from water
This commit is contained in:
@@ -4,6 +4,7 @@ using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
@@ -17,13 +18,17 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
private string hitSoundTag;
|
||||
private float damage, burnt, wetTimer;
|
||||
private float dripParticleTimer;
|
||||
|
||||
public string HitSoundTag
|
||||
public float Burnt
|
||||
{
|
||||
get { return hitSoundTag; }
|
||||
get { return burnt; }
|
||||
protected set { burnt = MathHelper.Clamp(value, 0.0f, 100.0f); }
|
||||
}
|
||||
|
||||
public string HitSoundTag { get; private set; }
|
||||
|
||||
partial void InitProjSpecific(XElement element)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
@@ -34,19 +39,97 @@ namespace Barotrauma
|
||||
LightSource = new LightSource(subElement);
|
||||
break;
|
||||
case "sound":
|
||||
hitSoundTag = subElement.GetAttributeString("tag", "");
|
||||
if (string.IsNullOrWhiteSpace(hitSoundTag))
|
||||
HitSoundTag = subElement.GetAttributeString("tag", "");
|
||||
if (string.IsNullOrWhiteSpace(HitSoundTag))
|
||||
{
|
||||
//legacy support
|
||||
hitSoundTag = subElement.GetAttributeString("file", "");
|
||||
HitSoundTag = subElement.GetAttributeString("file", "");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific()
|
||||
partial void AddDamageProjSpecific(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound, List<DamageModifier> appliedDamageModifiers)
|
||||
{
|
||||
if (playSound)
|
||||
{
|
||||
string damageSoundType = (damageType == DamageType.Blunt) ? "LimbBlunt" : "LimbSlash";
|
||||
|
||||
foreach (DamageModifier damageModifier in appliedDamageModifiers)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(damageModifier.DamageSound))
|
||||
{
|
||||
damageSoundType = damageModifier.DamageSound;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
|
||||
}
|
||||
|
||||
if (character.UseBloodParticles)
|
||||
{
|
||||
float bloodParticleAmount = bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
|
||||
float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
|
||||
|
||||
for (int i = 0; i < bloodParticleAmount; i++)
|
||||
{
|
||||
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
|
||||
if (blood != null)
|
||||
{
|
||||
blood.Size *= bloodParticleSize;
|
||||
}
|
||||
}
|
||||
|
||||
if (bloodParticleAmount > 0 && character.CurrentHull != null)
|
||||
{
|
||||
character.CurrentHull.AddDecal("blood", WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (damageType == DamageType.Burn)
|
||||
{
|
||||
Burnt += amount * 10.0f;
|
||||
}
|
||||
|
||||
damage += Math.Max(amount, bleedingAmount) / character.MaxHealth * 100.0f;
|
||||
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime)
|
||||
{
|
||||
if (!body.Enabled) return;
|
||||
|
||||
if (!character.IsDead)
|
||||
{
|
||||
damage = Math.Max(0.0f, damage - deltaTime * 0.1f);
|
||||
Burnt -= deltaTime;
|
||||
}
|
||||
|
||||
if (inWater)
|
||||
{
|
||||
wetTimer = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
wetTimer -= deltaTime * 0.1f;
|
||||
if (wetTimer > 0.0f)
|
||||
{
|
||||
dripParticleTimer += wetTimer * deltaTime * Mass * (wetTimer > 0.9f ? 50.0f : 5.0f);
|
||||
if (dripParticleTimer > 1.0f)
|
||||
{
|
||||
float dropRadius = body.BodyShape == PhysicsBody.Shape.Rectangle ? Math.Min(body.width, body.height) : body.radius;
|
||||
GameMain.ParticleManager.CreateParticle(
|
||||
"waterdrop",
|
||||
WorldPosition + Rand.Vector(Rand.Range(0.0f, ConvertUnits.ToDisplayUnits(dropRadius))),
|
||||
ConvertUnits.ToDisplayUnits(body.LinearVelocity),
|
||||
0, character.CurrentHull);
|
||||
dripParticleTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.ParentSub = body.Submarine;
|
||||
@@ -73,10 +156,10 @@ namespace Barotrauma
|
||||
|
||||
body.Dir = Dir;
|
||||
|
||||
bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
|
||||
bool hideLimb = WearingItems.Any(w => w != null && w.HideLimb);
|
||||
if (!hideLimb)
|
||||
{
|
||||
body.Draw(spriteBatch, sprite, color, null, scale);
|
||||
body.Draw(spriteBatch, sprite, color, null, Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -89,7 +172,7 @@ namespace Barotrauma
|
||||
LightSource.LightSpriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipVertically;
|
||||
}
|
||||
|
||||
foreach (WearableSprite wearable in wearingItems)
|
||||
foreach (WearableSprite wearable in WearingItems)
|
||||
{
|
||||
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
@@ -115,7 +198,7 @@ namespace Barotrauma
|
||||
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
color, origin,
|
||||
-body.DrawRotation,
|
||||
scale, spriteEffect, depth);
|
||||
Scale, spriteEffect, depth);
|
||||
}
|
||||
|
||||
if (damage > 0.0f && damagedSprite != null && !hideLimb)
|
||||
|
||||
Reference in New Issue
Block a user