Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager
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@@ -117,7 +117,7 @@
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<Compile Include="Source\GameSession\ShiftSummary.cs" />
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<Compile Include="Source\GUI\GUIDropDown.cs" />
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<Compile Include="Source\GUI\GUIMessage.cs" />
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<Compile Include="Source\GUI\TitleScreen.cs" />
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<Compile Include="Source\GUI\LoadingScreen.cs" />
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<Compile Include="Source\Items\Components\Holdable\MeleeWeapon.cs" />
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<Compile Include="Source\Items\Components\Holdable\Propulsion.cs" />
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<Compile Include="Source\Items\Components\Machines\Deconstructor.cs" />
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@@ -58,6 +58,8 @@ namespace Barotrauma
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if (targetItem == null) return;
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}
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if (moveToTarget == null) return;
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
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{
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int targetSlot = -1;
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@@ -92,7 +92,7 @@ namespace Barotrauma
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int x = (int)Math.Floor(((Vector2)pos).X / GridSize);
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if (x<0 || x >= sprites.GetLength(0)) continue;
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int y = (int)Math.Floor(((Vector2)pos).Y / GridSize);
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if (y<0 || 1 >= sprites.GetLength(1)) continue;
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if (y<0 || y >= sprites.GetLength(1)) continue;
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sprites[x,y].Add(newSprite);
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}
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@@ -146,6 +146,7 @@ namespace Barotrauma
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TaskManager.StartShift(level);
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GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);
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SoundPlayer.SwitchMusic();
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}
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public void EndShift(string endMessage)
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@@ -182,7 +182,7 @@ namespace Barotrauma
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(MathUtils.Round(pos.X, 512.0f)), (int)pos.Y, width, 512),
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new Rectangle(0, 0, width, 256),
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Color.White, 0.0f,
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level.BackgroundColor, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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}
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@@ -310,12 +310,19 @@ namespace Barotrauma
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Submarine.DrawFront(spriteBatch);
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if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, cam, lightBlur.Effect);
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
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spriteBatch.End();
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if (Character.Controlled != null)
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{
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, lightBlur.Effect);
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@@ -229,44 +229,7 @@ namespace Barotrauma
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{
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if (musicClips == null) return;
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Task criticalTask = null;
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if (GameMain.GameSession!=null && GameMain.GameSession.TaskManager != null)
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{
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foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
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{
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if (!task.IsStarted) continue;
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if (criticalTask == null || task.Priority > criticalTask.Priority)
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{
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criticalTask = task;
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}
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}
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}
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List<BackgroundMusic> suitableMusic = null;
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if (OverrideMusicType != null)
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{
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suitableMusic = musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
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}
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else if (Character.Controlled != null && Level.Loaded != null && Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
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{
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suitableMusic = musicClips.Where(x => x != null && x.type == "ruins").ToList();
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}
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else if (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth)
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{
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suitableMusic = musicClips.Where(x => x != null && x.type == "deep").ToList();
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}
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else if (criticalTask == null)
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{
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suitableMusic = musicClips.Where(x => x != null && x.type == "default").ToList();
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}
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else
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{
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suitableMusic = musicClips.Where(x =>
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x != null &&
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x.type == criticalTask.MusicType &&
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x.priorityRange.X < criticalTask.Priority &&
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x.priorityRange.Y > criticalTask.Priority).ToList();
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}
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List<BackgroundMusic> suitableMusic = GetSuitableMusicClips();
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if (suitableMusic.Count > 0 && !suitableMusic.Contains(currentMusic))
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{
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@@ -297,6 +260,56 @@ namespace Barotrauma
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}
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}
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public static void SwitchMusic()
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{
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var suitableMusic = GetSuitableMusicClips();
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if (suitableMusic.Count > 1)
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{
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targetMusic = suitableMusic.Find(m => m != currentMusic);
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}
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}
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private static List<BackgroundMusic> GetSuitableMusicClips()
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{
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Task criticalTask = null;
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if (GameMain.GameSession != null && GameMain.GameSession.TaskManager != null)
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{
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foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
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{
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if (!task.IsStarted) continue;
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if (criticalTask == null || task.Priority > criticalTask.Priority)
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{
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criticalTask = task;
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}
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}
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}
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if (OverrideMusicType != null)
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{
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return musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
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}
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else if (Character.Controlled != null && Level.Loaded != null && Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
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{
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return musicClips.Where(x => x != null && x.type == "ruins").ToList();
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}
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else if (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth)
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{
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return musicClips.Where(x => x != null && x.type == "deep").ToList();
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}
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else if (criticalTask == null)
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{
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return musicClips.Where(x => x != null && x.type == "default").ToList();
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}
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return musicClips.Where(x =>
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x != null &&
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x.type == criticalTask.MusicType &&
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x.priorityRange.X < criticalTask.Priority &&
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x.priorityRange.Y > criticalTask.Priority).ToList();
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}
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public static void PlaySplashSound(Vector2 worldPosition, float strength)
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{
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int splashIndex = MathHelper.Clamp((int)(strength + Rand.Range(-2,2)), 0, SplashSounds.Length-1);
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