- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
- Moved background sprites to the shared project. - The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory. - Attacks can be set to only affect humans.
This commit is contained in:
@@ -73,8 +73,6 @@
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreature.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreatureManager.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreaturePrefab.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpriteManager.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpritePrefab.cs" />
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<Compile Include="Source\Characters\Character.cs" />
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<Compile Include="Source\Characters\CharacterHUD.cs" />
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<Compile Include="Source\Characters\CharacterInfo.cs" />
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@@ -153,6 +151,8 @@
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<Compile Include="Source\Map\FireSource.cs" />
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<Compile Include="Source\Map\Gap.cs" />
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<Compile Include="Source\Map\Hull.cs" />
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<Compile Include="Source\Map\Levels\BackgroundSpriteManager.cs" />
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<Compile Include="Source\Map\Levels\BackgroundSpritePrefab.cs" />
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<Compile Include="Source\Map\Levels\CaveGenerator.cs" />
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<Compile Include="Source\Map\Levels\Level.cs" />
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<Compile Include="Source\Map\Levels\LevelRenderer.cs" />
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@@ -11,9 +11,9 @@ namespace Barotrauma
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{
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const int MaxSprites = 100;
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const float checkActiveInterval = 1.0f;
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const float CheckActiveInterval = 1.0f;
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float checkActiveTimer;
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private float checkActiveTimer;
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private List<BackgroundCreaturePrefab> prefabs = new List<BackgroundCreaturePrefab>();
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private List<BackgroundCreature> activeSprites = new List<BackgroundCreature>();
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@@ -104,15 +104,15 @@ namespace Barotrauma
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public void Update(float deltaTime, Camera cam)
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{
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if (checkActiveTimer<0.0f)
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if (checkActiveTimer < 0.0f)
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{
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foreach (BackgroundCreature sprite in activeSprites)
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{
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sprite.Enabled = (Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < 4000.0f &&
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Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < 4000.0f);
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sprite.Enabled = Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < cam.WorldView.Width &&
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Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < cam.WorldView.Height;
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}
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checkActiveTimer = checkActiveInterval;
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checkActiveTimer = CheckActiveInterval;
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}
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else
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{
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@@ -17,10 +17,6 @@ namespace Barotrauma.Tutorials
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public override IEnumerable<object> UpdateState()
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{
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//spawn some fish next to the player
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
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Submarine.MainSub.Position + Character.Controlled.Position);
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foreach (Item item in Item.ItemList)
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{
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var wire = item.GetComponent<Wire>();
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@@ -0,0 +1,132 @@
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using Barotrauma.Particles;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class BackgroundSprite
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{
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public ParticleEmitter ParticleEmitter;
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}
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partial class BackgroundSpriteManager
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{
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private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
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private Rectangle currentGridIndices;
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partial void UpdateProjSpecific(float deltaTime)
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{
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foreach (BackgroundSprite s in visibleSprites)
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{
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if (s.Prefab.ParticleEmitterPrefab != null)
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{
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Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
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if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
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{
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var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
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var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
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emitterPos = new Vector2(
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ca * emitterPos.X + sa * emitterPos.Y,
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-sa * emitterPos.X + ca * emitterPos.Y);
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}
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s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
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}
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}
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}
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public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
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{
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Rectangle indices = Rectangle.Empty;
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indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
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if (indices.X >= spriteGrid.GetLength(0)) return;
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indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
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if (indices.Y >= spriteGrid.GetLength(1)) return;
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indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
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if (indices.Width < 0) return;
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indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
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if (indices.Height < 0) return;
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indices.X = Math.Max(indices.X, 0);
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indices.Y = Math.Max(indices.Y, 0);
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indices.Width = Math.Min(indices.Width, spriteGrid.GetLength(0)-1);
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indices.Height = Math.Min(indices.Height, spriteGrid.GetLength(1)-1);
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float z = 0.0f;
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if (currentGridIndices != indices)
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{
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visibleSprites.Clear();
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for (int x = indices.X; x <= indices.Width; x++)
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{
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for (int y = indices.Y; y <= indices.Height; y++)
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{
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if (spriteGrid[x, y] == null) continue;
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foreach (BackgroundSprite sprite in spriteGrid[x, y])
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{
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int drawOrderIndex = 0;
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for (int i = 0; i < visibleSprites.Count; i++)
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{
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if (visibleSprites[i] == sprite)
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{
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drawOrderIndex = -1;
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break;
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}
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if (visibleSprites[i].Position.Z > sprite.Position.Z)
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{
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break;
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}
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else
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{
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drawOrderIndex = i + 1;
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}
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}
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if (drawOrderIndex >= 0)
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{
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visibleSprites.Insert(drawOrderIndex, sprite);
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}
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}
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}
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}
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currentGridIndices = indices;
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}
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foreach (BackgroundSprite sprite in visibleSprites)
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{
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Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
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camDiff.Y = -camDiff.Y;
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sprite.Prefab.Sprite.Draw(
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spriteBatch,
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new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
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Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
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sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
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sprite.Scale,
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SpriteEffects.None,
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z);
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if (GameMain.DebugDraw)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
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if (sprite.Trigger != null && sprite.Trigger.PhysicsBody != null)
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{
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sprite.Trigger.PhysicsBody.UpdateDrawPosition();
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sprite.Trigger.PhysicsBody.DebugDraw(spriteBatch, Color.Cyan);
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}
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}
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z += 0.0001f;
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}
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}
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}
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}
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@@ -0,0 +1,10 @@
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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partial class BackgroundSpritePrefab
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{
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public readonly Particles.ParticleEmitterPrefab ParticleEmitterPrefab;
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public readonly Vector2 EmitterPosition;
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}
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}
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@@ -7,6 +7,8 @@ namespace Barotrauma
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{
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private LevelRenderer renderer;
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private BackgroundCreatureManager backgroundCreatureManager;
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public void DrawFront(SpriteBatch spriteBatch)
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{
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if (renderer == null) return;
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@@ -32,7 +34,7 @@ namespace Barotrauma
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}
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}
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public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
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public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundCreatureManager = null)
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{
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float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
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@@ -42,7 +44,7 @@ namespace Barotrauma
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graphics.Clear(backgroundColor);
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if (renderer == null) return;
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renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
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renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager, backgroundCreatureManager);
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}
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}
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}
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@@ -13,8 +13,6 @@ namespace Barotrauma
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private static Sprite dustParticles;
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private static Texture2D shaftTexture;
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private static BackgroundSpriteManager backgroundSpriteManager;
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Vector2 dustOffset;
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private Level level;
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@@ -57,31 +55,13 @@ namespace Barotrauma
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};
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wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
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}
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if (backgroundSpriteManager==null)
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{
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
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if (files.Count > 0)
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backgroundSpriteManager = new BackgroundSpriteManager(files);
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else
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backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
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}
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this.level = level;
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}
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public void PlaceSprites(int amount)
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{
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backgroundSpriteManager.PlaceSprites(level, amount);
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}
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public void Update(float deltaTime)
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{
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dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
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backgroundSpriteManager.Update(deltaTime);
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}
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public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
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@@ -118,7 +98,9 @@ namespace Barotrauma
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bodyVertices.SetData(vertices);
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}
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public void DrawBackground(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundCreatureManager = null)
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public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
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BackgroundSpriteManager backgroundSpriteManager = null,
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BackgroundCreatureManager backgroundCreatureManager = null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
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|
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@@ -152,11 +134,9 @@ namespace Barotrauma
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SamplerState.LinearWrap, DepthStencilState.Default, null, null,
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cam.Transform);
|
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backgroundSpriteManager.DrawSprites(spriteBatch, cam);
|
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|
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if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
|
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|
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|
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if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
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if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
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{
|
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float scale = 1.0f - i * 0.2f;
|
||||
|
||||
@@ -7,6 +7,8 @@ namespace Barotrauma
|
||||
{
|
||||
partial class PhysicsBody
|
||||
{
|
||||
private float bodyShapeTextureScale;
|
||||
|
||||
private Texture2D bodyShapeTexture;
|
||||
public Texture2D BodyShapeTexture
|
||||
{
|
||||
@@ -59,18 +61,45 @@ namespace Barotrauma
|
||||
switch (BodyShape)
|
||||
{
|
||||
case PhysicsBody.Shape.Rectangle:
|
||||
bodyShapeTexture = GUI.CreateRectangle(
|
||||
(int)ConvertUnits.ToDisplayUnits(width),
|
||||
(int)ConvertUnits.ToDisplayUnits(height));
|
||||
break;
|
||||
{
|
||||
float maxSize = Math.Max(ConvertUnits.ToDisplayUnits(width), ConvertUnits.ToDisplayUnits(height));
|
||||
if (maxSize > 128.0f)
|
||||
{
|
||||
bodyShapeTextureScale = 128.0f / maxSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
bodyShapeTextureScale = 1.0f;
|
||||
}
|
||||
|
||||
bodyShapeTexture = GUI.CreateRectangle(
|
||||
(int)ConvertUnits.ToDisplayUnits(width * bodyShapeTextureScale),
|
||||
(int)ConvertUnits.ToDisplayUnits(height * bodyShapeTextureScale));
|
||||
break;
|
||||
}
|
||||
case PhysicsBody.Shape.Capsule:
|
||||
bodyShapeTexture = GUI.CreateCapsule(
|
||||
(int)ConvertUnits.ToDisplayUnits(radius),
|
||||
(int)ConvertUnits.ToDisplayUnits(Math.Max(height, width)));
|
||||
break;
|
||||
{
|
||||
float maxSize = Math.Max(ConvertUnits.ToDisplayUnits(radius), ConvertUnits.ToDisplayUnits(Math.Max(height, width)));
|
||||
if (maxSize > 128.0f)
|
||||
{
|
||||
bodyShapeTextureScale = 128.0f / maxSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
bodyShapeTextureScale = 1.0f;
|
||||
}
|
||||
|
||||
bodyShapeTexture = GUI.CreateCapsule(
|
||||
(int)ConvertUnits.ToDisplayUnits(radius * bodyShapeTextureScale),
|
||||
(int)ConvertUnits.ToDisplayUnits(Math.Max(height, width) * bodyShapeTextureScale));
|
||||
break;
|
||||
}
|
||||
case PhysicsBody.Shape.Circle:
|
||||
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius));
|
||||
if (ConvertUnits.ToDisplayUnits(radius)> 128.0f)
|
||||
{
|
||||
bodyShapeTextureScale = 128.0f / ConvertUnits.ToDisplayUnits(radius);
|
||||
}
|
||||
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius * bodyShapeTextureScale));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -80,7 +109,7 @@ namespace Barotrauma
|
||||
{
|
||||
rot -= MathHelper.PiOver2;
|
||||
}
|
||||
|
||||
|
||||
spriteBatch.Draw(
|
||||
bodyShapeTexture,
|
||||
new Vector2(DrawPosition.X, -DrawPosition.Y),
|
||||
@@ -88,7 +117,7 @@ namespace Barotrauma
|
||||
color,
|
||||
rot,
|
||||
new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2),
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
1.0f / bodyShapeTextureScale, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
partial void DisposeProjSpecific()
|
||||
|
||||
@@ -22,7 +22,6 @@ namespace Barotrauma
|
||||
|
||||
private Texture2D damageStencil;
|
||||
|
||||
public BackgroundCreatureManager BackgroundCreatureManager;
|
||||
|
||||
public GameScreen(GraphicsDevice graphics, ContentManager content)
|
||||
{
|
||||
@@ -34,11 +33,6 @@ namespace Barotrauma
|
||||
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
|
||||
if (files.Count > 0)
|
||||
BackgroundCreatureManager = new BackgroundCreatureManager(files);
|
||||
else
|
||||
BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
|
||||
|
||||
#if LINUX
|
||||
var blurEffect = content.Load<Effect>("blurshader_opengl");
|
||||
@@ -145,7 +139,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
|
||||
Level.Loaded.DrawBack(graphics, spriteBatch, cam);
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
|
||||
@@ -1432,7 +1432,10 @@
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Gap.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Hull.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\IDamageable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundSpriteManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundSpritePrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\CaveGenerator.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelTrigger.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Level.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelGenerationParams.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\BTRoom.cs" />
|
||||
|
||||
@@ -109,41 +109,51 @@
|
||||
|
||||
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-5,5" commonness="0">
|
||||
<overridecommonness commonness="1" leveltype="Wastes" />
|
||||
<overridecommonness commonness="1" leveltype="Ridge" />
|
||||
<overridecommonness commonness="3" leveltype="Ridge" />
|
||||
<Sprite texture="Content/BackgroundSprites/seafloor.png" sourcerect="0,443,455,1605" origin="0.5,0.9"/>
|
||||
<Trigger position="0,5500" radius="2000" height="10000">
|
||||
<Attack damage="10.0" duration="1.0" targetforce="10.0" damagetype="Burn" onlyhumans="true"/>
|
||||
</Trigger>
|
||||
|
||||
<ParticleEmitter
|
||||
particle="hydrosmoke"
|
||||
particlespersecond="2"
|
||||
particlespersecond="4"
|
||||
position="0,1400"
|
||||
anglemin="80"
|
||||
anglemax="100"
|
||||
velocitymin="500"
|
||||
velocitymax="6000"/>
|
||||
velocitymax="2000"/>
|
||||
</blacksmoker>
|
||||
|
||||
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-5,5" commonness="0">
|
||||
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-90,90" commonness="0">
|
||||
<overridecommonness commonness="1" leveltype="Wastes" />
|
||||
<Sprite texture="Content/BackgroundSprites/seafloor.png" sourcerect="463,1329,525,719" origin="0.5,0.9"/>
|
||||
<Trigger position="0,5500" radius="2000" height="10000">
|
||||
<Attack damage="10.0" duration="1.0" targetforce="10.0" damagetype="Burn" onlyhumans="true"/>
|
||||
</Trigger>
|
||||
<ParticleEmitter
|
||||
particle="hydrosmoke"
|
||||
particlespersecond="2"
|
||||
particlespersecond="4"
|
||||
position="-20,570"
|
||||
anglemin="80"
|
||||
anglemax="100"
|
||||
velocitymin="500"
|
||||
velocitymax="6000"/>
|
||||
velocitymax="2000"/>
|
||||
</blacksmoker>
|
||||
|
||||
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-5,5" commonness="0">
|
||||
<blacksmoker spawnpos="SeaFloor" alignment="Top" minsize="1" maxsize="2" randomrotation="-90,90" commonness="0">
|
||||
<overridecommonness commonness="1" leveltype="Wastes" />
|
||||
<Sprite texture="Content/BackgroundSprites/seafloor.png" sourcerect="1030,1245,440,803" origin="0.5,0.9"/>
|
||||
<Trigger position="0,5500" radius="2000" height="10000">
|
||||
<Attack damage="10.0" duration="1.0" targetforce="10.0" damagetype="Burn" onlyhumans="true"/>
|
||||
</Trigger>
|
||||
<ParticleEmitter
|
||||
particle="hydrosmoke"
|
||||
particlespersecond="2"
|
||||
particlespersecond="4"
|
||||
position="-50,700"
|
||||
anglemin="80"
|
||||
anglemax="100"
|
||||
velocitymin="500"
|
||||
velocitymax="600"/>
|
||||
velocitymax="2000"/>
|
||||
</blacksmoker>
|
||||
</backgroundsprites>
|
||||
@@ -169,9 +169,7 @@
|
||||
growtime="10"
|
||||
lifetime="25"
|
||||
drawtarget="water"
|
||||
collideswithwalls="true"
|
||||
collisionradius="102.0"
|
||||
velocitychange="0.0, 2.0">
|
||||
velocitychange="0.0, 0.0">
|
||||
<sprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="0,410,204,204"/>
|
||||
<sprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="204,410,204,204"/>
|
||||
<sprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="410,410,204,204"/>
|
||||
|
||||
@@ -40,6 +40,8 @@ namespace Barotrauma
|
||||
private readonly float damage;
|
||||
private readonly float bleedingDamage;
|
||||
|
||||
private readonly bool onlyHumans;
|
||||
|
||||
private readonly List<StatusEffect> statusEffects;
|
||||
|
||||
public readonly float Force;
|
||||
@@ -99,15 +101,17 @@ namespace Barotrauma
|
||||
|
||||
SeverLimbsProbability = ToolBox.GetAttributeFloat(element, "severlimbsprobability", 0.0f);
|
||||
|
||||
Force = ToolBox.GetAttributeFloat(element,"force", 0.0f);
|
||||
Force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
|
||||
TargetForce = ToolBox.GetAttributeFloat(element, "targetforce", 0.0f);
|
||||
Torque = ToolBox.GetAttributeFloat(element, "torque", 0.0f);
|
||||
|
||||
|
||||
Range = ToolBox.GetAttributeFloat(element, "range", 0.0f);
|
||||
Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
|
||||
|
||||
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
|
||||
|
||||
onlyHumans = ToolBox.GetAttributeBool(element, "onlyhumans", false);
|
||||
|
||||
InitProjSpecific(element);
|
||||
|
||||
string limbIndicesStr = ToolBox.GetAttributeString(element, "applyforceonlimbs", "");
|
||||
@@ -143,6 +147,12 @@ namespace Barotrauma
|
||||
|
||||
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
|
||||
{
|
||||
if (onlyHumans)
|
||||
{
|
||||
Character character = target as Character;
|
||||
if (character != null && character.ConfigPath != Character.HumanConfigFile) return new AttackResult();
|
||||
}
|
||||
|
||||
DamageParticles(deltaTime, worldPosition);
|
||||
|
||||
var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
|
||||
|
||||
@@ -184,10 +184,6 @@ namespace Barotrauma
|
||||
level.Generate();
|
||||
|
||||
submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (gameMode.Mission != null)
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
using Barotrauma.Particles;
|
||||
#if CLIENT
|
||||
using Barotrauma.Particles;
|
||||
#endif
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -9,7 +11,7 @@ using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class BackgroundSprite
|
||||
partial class BackgroundSprite
|
||||
{
|
||||
public readonly BackgroundSpritePrefab Prefab;
|
||||
public Vector3 Position;
|
||||
@@ -18,10 +20,8 @@ namespace Barotrauma
|
||||
|
||||
public float Rotation;
|
||||
|
||||
public Particles.ParticleEmitter ParticleEmitter;
|
||||
public LevelTrigger Trigger;
|
||||
|
||||
//public Vector2[] spriteCorners;
|
||||
|
||||
public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
|
||||
{
|
||||
this.Prefab = prefab;
|
||||
@@ -31,25 +31,42 @@ namespace Barotrauma
|
||||
|
||||
this.Rotation = rotation;
|
||||
|
||||
if (prefab.LevelTriggerElement != null)
|
||||
{
|
||||
Vector2 triggerPosition = ToolBox.GetAttributeVector2(prefab.LevelTriggerElement, "position", Vector2.Zero) * scale;
|
||||
|
||||
if (rotation != 0.0f)
|
||||
{
|
||||
var ca = (float)Math.Cos(rotation);
|
||||
var sa = (float)Math.Sin(rotation);
|
||||
|
||||
triggerPosition = new Vector2(
|
||||
ca * triggerPosition.X + sa * triggerPosition.Y,
|
||||
-sa * triggerPosition.X + ca * triggerPosition.Y);
|
||||
}
|
||||
|
||||
this.Trigger = new LevelTrigger(prefab.LevelTriggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (prefab.ParticleEmitterPrefab != null)
|
||||
{
|
||||
this.ParticleEmitter = new ParticleEmitter(prefab.ParticleEmitterPrefab);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
class BackgroundSpriteManager
|
||||
partial class BackgroundSpriteManager
|
||||
{
|
||||
const int GridSize = 2000;
|
||||
|
||||
private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
|
||||
|
||||
private List<BackgroundSprite> sprites;
|
||||
private List<BackgroundSprite>[,] spriteGrid;
|
||||
|
||||
private List<BackgroundSprite>[,] sprites;
|
||||
|
||||
private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
|
||||
|
||||
private Rectangle currentGridIndices;
|
||||
|
||||
private float swingTimer, swingState;
|
||||
|
||||
public BackgroundSpriteManager(string configPath)
|
||||
@@ -84,9 +101,11 @@ namespace Barotrauma
|
||||
|
||||
public void PlaceSprites(Level level, int amount)
|
||||
{
|
||||
sprites = new List<BackgroundSprite>[
|
||||
spriteGrid = new List<BackgroundSprite>[
|
||||
(int)Math.Ceiling(level.Size.X / GridSize),
|
||||
(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
|
||||
|
||||
sprites = new List<BackgroundSprite>();
|
||||
|
||||
for (int i = 0 ; i < amount; i++)
|
||||
{
|
||||
@@ -131,27 +150,37 @@ namespace Barotrauma
|
||||
spriteCorners[j] += pos.Value + pivotOffset;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (newSprite.ParticleEmitter != null)
|
||||
{
|
||||
Rectangle particleBounds = newSprite.ParticleEmitter.CalculateParticleBounds(pos.Value);
|
||||
spriteCorners.Add(particleBounds.Location.ToVector2());
|
||||
spriteCorners.Add(new Vector2(particleBounds.Right, particleBounds.Bottom));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
sprites.Add(newSprite);
|
||||
|
||||
int minX = (int)Math.Floor((spriteCorners.Min(c => c.X) - newSprite.Position.Z) / GridSize);
|
||||
int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize);
|
||||
if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
|
||||
|
||||
if (maxX < 0 || minX >= spriteGrid.GetLength(0)) continue;
|
||||
|
||||
int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos) / GridSize);
|
||||
int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos) / GridSize);
|
||||
if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
|
||||
if (maxY < 0 || minY >= spriteGrid.GetLength(1)) continue;
|
||||
|
||||
minX = Math.Max(minX, 0);
|
||||
maxX = Math.Min(maxX, spriteGrid.GetLength(0) - 1);
|
||||
minY = Math.Max(minY, 0);
|
||||
maxY = Math.Min(maxY, spriteGrid.GetLength(1) - 1);
|
||||
|
||||
for (int x = minX; x <= maxX; x++)
|
||||
{
|
||||
for (int y = minY; y <= maxY; y++)
|
||||
{
|
||||
if (sprites[x, y] == null) sprites[x, y] = new List<BackgroundSprite>();
|
||||
sprites[x, y].Add(newSprite);
|
||||
if (spriteGrid[x, y] == null) spriteGrid[x, y] = new List<BackgroundSprite>();
|
||||
spriteGrid[x, y].Add(newSprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -251,118 +280,15 @@ namespace Barotrauma
|
||||
swingTimer += deltaTime;
|
||||
swingState = (float)Math.Sin(swingTimer * 0.1f);
|
||||
|
||||
foreach (BackgroundSprite s in visibleSprites)
|
||||
foreach (BackgroundSprite sprite in sprites)
|
||||
{
|
||||
if (s.Prefab.ParticleEmitterPrefab != null)
|
||||
{
|
||||
Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
|
||||
|
||||
if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
|
||||
{
|
||||
var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
|
||||
var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
|
||||
|
||||
emitterPos = new Vector2(
|
||||
ca * emitterPos.X + sa * emitterPos.Y,
|
||||
-sa * emitterPos.X + ca * emitterPos.Y);
|
||||
}
|
||||
|
||||
s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
|
||||
}
|
||||
sprite.Trigger?.Update(deltaTime);
|
||||
}
|
||||
|
||||
UpdateProjSpecific(deltaTime);
|
||||
}
|
||||
|
||||
public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
Rectangle indices = Rectangle.Empty;
|
||||
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
|
||||
if (indices.X >= sprites.GetLength(0)) return;
|
||||
indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
|
||||
if (indices.Y >= sprites.GetLength(1)) return;
|
||||
|
||||
indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
|
||||
if (indices.Width < 0) return;
|
||||
indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
|
||||
if (indices.Height < 0) return;
|
||||
|
||||
indices.X = Math.Max(indices.X, 0);
|
||||
indices.Y = Math.Max(indices.Y, 0);
|
||||
indices.Width = Math.Min(indices.Width, sprites.GetLength(0)-1);
|
||||
indices.Height = Math.Min(indices.Height, sprites.GetLength(1)-1);
|
||||
|
||||
float z = 0.0f;
|
||||
if (currentGridIndices != indices)
|
||||
{
|
||||
visibleSprites.Clear();
|
||||
|
||||
for (int x = indices.X; x <= indices.Width; x++)
|
||||
{
|
||||
for (int y = indices.Y; y <= indices.Height; y++)
|
||||
{
|
||||
if (sprites[x, y] == null) continue;
|
||||
foreach (BackgroundSprite sprite in sprites[x, y])
|
||||
{
|
||||
int drawOrderIndex = 0;
|
||||
for (int i = 0; i < visibleSprites.Count; i++)
|
||||
{
|
||||
if (visibleSprites[i] == sprite)
|
||||
{
|
||||
drawOrderIndex = -1;
|
||||
break;
|
||||
}
|
||||
|
||||
if (visibleSprites[i].Position.Z > sprite.Position.Z)
|
||||
{
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
drawOrderIndex = i + 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (drawOrderIndex >= 0)
|
||||
{
|
||||
visibleSprites.Insert(drawOrderIndex, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
currentGridIndices = indices;
|
||||
}
|
||||
|
||||
foreach (BackgroundSprite sprite in visibleSprites)
|
||||
{
|
||||
Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
|
||||
camDiff.Y = -camDiff.Y;
|
||||
|
||||
sprite.Prefab.Sprite.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
|
||||
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
|
||||
sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
|
||||
sprite.Scale,
|
||||
SpriteEffects.None,
|
||||
z);
|
||||
|
||||
/*for (int i = 0; i < 4; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(sprite.spriteCorners[i].X, -sprite.spriteCorners[i].Y),
|
||||
new Vector2(sprite.spriteCorners[(i + 1) % 4].X, -sprite.spriteCorners[(i + 1) % 4].Y),
|
||||
Color.White, 0, 5);
|
||||
}*/
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
|
||||
}
|
||||
|
||||
z += 0.0001f;
|
||||
}
|
||||
}
|
||||
partial void UpdateProjSpecific(float deltaTime);
|
||||
|
||||
private BackgroundSpritePrefab GetRandomPrefab(string levelType)
|
||||
{
|
||||
@@ -5,7 +5,7 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class BackgroundSpritePrefab
|
||||
partial class BackgroundSpritePrefab
|
||||
{
|
||||
[Flags]
|
||||
public enum SpawnPosType
|
||||
@@ -15,11 +15,13 @@ namespace Barotrauma
|
||||
RuinWall = 2,
|
||||
SeaFloor = 4
|
||||
}
|
||||
|
||||
public readonly Alignment Alignment;
|
||||
|
||||
public readonly Vector2 DepthRange;
|
||||
|
||||
public readonly Sprite Sprite;
|
||||
|
||||
public readonly Alignment Alignment;
|
||||
|
||||
public readonly Vector2 Scale;
|
||||
|
||||
public SpawnPosType SpawnPos;
|
||||
@@ -27,18 +29,15 @@ namespace Barotrauma
|
||||
public readonly bool AlignWithSurface;
|
||||
|
||||
public readonly Vector2 RandomRotation;
|
||||
|
||||
public readonly Vector2 DepthRange;
|
||||
|
||||
public readonly Particles.ParticleEmitterPrefab ParticleEmitterPrefab;
|
||||
public readonly Vector2 EmitterPosition;
|
||||
|
||||
|
||||
public readonly float SwingAmount;
|
||||
|
||||
public readonly int Commonness;
|
||||
|
||||
public Dictionary<string, int> OverrideCommonness;
|
||||
|
||||
public readonly XElement LevelTriggerElement;
|
||||
|
||||
public BackgroundSpritePrefab(XElement element)
|
||||
{
|
||||
string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "");
|
||||
@@ -89,10 +88,16 @@ namespace Barotrauma
|
||||
OverrideCommonness.Add(levelType, ToolBox.GetAttributeInt(subElement, "commonness", 1));
|
||||
}
|
||||
break;
|
||||
case "leveltrigger":
|
||||
case "trigger":
|
||||
LevelTriggerElement = subElement;
|
||||
break;
|
||||
#if CLIENT
|
||||
case "particleemitter":
|
||||
ParticleEmitterPrefab = new Particles.ParticleEmitterPrefab(subElement);
|
||||
EmitterPosition = ToolBox.GetAttributeVector2(subElement, "position", Vector2.Zero);
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,7 +15,6 @@ namespace Barotrauma
|
||||
{
|
||||
//all entities are disabled after they reach this depth
|
||||
public const float MaxEntityDepth = -300000.0f;
|
||||
|
||||
public const float ShaftHeight = 1000.0f;
|
||||
|
||||
public static Level Loaded
|
||||
@@ -75,6 +74,8 @@ namespace Barotrauma
|
||||
|
||||
private LevelGenerationParams generationParams;
|
||||
|
||||
private static BackgroundSpriteManager backgroundSpriteManager;
|
||||
|
||||
public Vector2 StartPosition
|
||||
{
|
||||
get { return startPosition; }
|
||||
@@ -150,7 +151,7 @@ namespace Barotrauma
|
||||
{
|
||||
get { return wallColor; }
|
||||
}
|
||||
|
||||
|
||||
public Level(string seed, float difficulty, LevelGenerationParams generationParams)
|
||||
{
|
||||
this.seed = seed;
|
||||
@@ -183,6 +184,25 @@ namespace Barotrauma
|
||||
|
||||
public void Generate(bool mirror = false)
|
||||
{
|
||||
if (backgroundSpriteManager == null)
|
||||
{
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
|
||||
if (files.Count > 0)
|
||||
backgroundSpriteManager = new BackgroundSpriteManager(files);
|
||||
else
|
||||
backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
|
||||
}
|
||||
#if CLIENT
|
||||
if (backgroundCreatureManager == null)
|
||||
{
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
|
||||
if (files.Count > 0)
|
||||
backgroundCreatureManager = new BackgroundCreatureManager(files);
|
||||
else
|
||||
backgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
|
||||
}
|
||||
#endif
|
||||
|
||||
Stopwatch sw = new Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
@@ -485,8 +505,9 @@ namespace Barotrauma
|
||||
|
||||
GenerateSeaFloor();
|
||||
|
||||
backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount);
|
||||
#if CLIENT
|
||||
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
|
||||
backgroundCreatureManager.SpawnSprites(80);
|
||||
#endif
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
@@ -872,15 +893,13 @@ namespace Barotrauma
|
||||
return matchingPositions[Rand.Int(matchingPositions.Count, (useSyncedRand ? Rand.RandSync.Server : Rand.RandSync.Unsynced))].Position;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
public void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
/*
|
||||
if (Submarine.MainSub != null)
|
||||
{
|
||||
WrappingWall.UpdateWallShift(Submarine.MainSub.WorldPosition, wrappingWalls);
|
||||
}*/
|
||||
backgroundSpriteManager.Update(deltaTime);
|
||||
|
||||
#if CLIENT
|
||||
backgroundCreatureManager.Update(deltaTime, cam);
|
||||
|
||||
if (Hull.renderer != null)
|
||||
{
|
||||
Hull.renderer.ScrollWater((float)deltaTime);
|
||||
|
||||
134
Barotrauma/BarotraumaShared/Source/Map/Levels/LevelTrigger.cs
Normal file
134
Barotrauma/BarotraumaShared/Source/Map/Levels/LevelTrigger.cs
Normal file
@@ -0,0 +1,134 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelTrigger
|
||||
{
|
||||
private PhysicsBody physicsBody;
|
||||
|
||||
/// <summary>
|
||||
/// Effects applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Attacks applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<Attack> attacks = new List<Attack>();
|
||||
|
||||
private List<Entity> triggerers = new List<Entity>();
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(physicsBody.Position); }
|
||||
set { physicsBody.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation); }
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody.Rotation; }
|
||||
set { physicsBody.SetTransform(physicsBody.Position, value); }
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f)
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale);
|
||||
physicsBody.CollisionCategories = Physics.CollisionLevel;
|
||||
physicsBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall;
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.IsSensor = true;
|
||||
physicsBody.FarseerBody.IsStatic = true;
|
||||
physicsBody.FarseerBody.IsKinematic = true;
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "statuseffect":
|
||||
statusEffects.Add(StatusEffect.Load(subElement));
|
||||
break;
|
||||
case "attack":
|
||||
case "damage":
|
||||
attacks.Add(new Attack(subElement));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool PhysicsBody_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return false;
|
||||
|
||||
if (!triggerers.Contains(entity))
|
||||
{
|
||||
triggerers.Add(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
{
|
||||
triggerers.Remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
|
||||
var entity = fixture.Body.UserData as Entity;
|
||||
if (entity != null) return entity;
|
||||
|
||||
var limb = fixture.Body.UserData as Limb;
|
||||
if (limb != null) return limb.character;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
foreach (Entity triggerer in triggerers)
|
||||
{
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
|
||||
}
|
||||
else if (triggerer is Item)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
|
||||
}
|
||||
}
|
||||
|
||||
IDamageable damageable = triggerer as IDamageable;
|
||||
if (damageable != null)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
attack.DoDamage(null, damageable, WorldPosition, deltaTime, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -80,15 +80,13 @@ namespace Barotrauma
|
||||
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
|
||||
|
||||
BackgroundCreatureManager.Update((float)deltaTime, cam);
|
||||
|
||||
|
||||
GameMain.ParticleManager.Update((float)deltaTime);
|
||||
|
||||
GameMain.LightManager.Update((float)deltaTime);
|
||||
#endif
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
|
||||
|
||||
#if CLIENT
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
|
||||
|
||||
Reference in New Issue
Block a user