v1.0.7.0 (Full Release)

This commit is contained in:
Regalis11
2023-03-13 10:30:37 +02:00
parent 2c5a7923b0
commit bf73ddb6c3
50 changed files with 504 additions and 193 deletions
@@ -14,6 +14,13 @@ namespace Barotrauma.Items.Components
private CoroutineHandle resetPredictionCoroutine;
private float resetPredictionTimer;
/// <summary>
/// The current multiplier for the light color (usually equal to <see cref="lightBrightness"/>, but in the case of e.g. blinking lights the multiplier
/// doesn't go to 0 when the light turns off, because otherwise it'd take a while for it turn back on based on the lightBrightness which is interpolated
/// towards the current voltage).
/// </summary>
private float lightColorMultiplier;
public Vector2 DrawSize
{
get { return new Vector2(Light.Range * 2, Light.Range * 2); }
@@ -27,21 +34,14 @@ namespace Barotrauma.Items.Components
Light.Position = ParentBody != null ? ParentBody.Position : item.Position;
}
partial void SetLightSourceState(bool enabled, float? brightness)
partial void SetLightSourceState(bool enabled, float brightness)
{
if (Light == null) { return; }
Light.Enabled = enabled;
if (brightness.HasValue)
{
lightBrightness = brightness.Value;
}
else
{
lightBrightness = enabled ? 1.0f : 0.0f;
}
lightColorMultiplier = brightness;
if (enabled)
{
Light.Color = LightColor.Multiply(lightBrightness);
Light.Color = LightColor.Multiply(lightColorMultiplier);
}
}