- 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:
+6
-6
@@ -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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-390
@@ -1,390 +0,0 @@
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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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using System.Linq;
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using System.Xml.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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class BackgroundSprite
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{
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public readonly BackgroundSpritePrefab Prefab;
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public Vector3 Position;
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public float Scale;
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public float Rotation;
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public Particles.ParticleEmitter ParticleEmitter;
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//public Vector2[] spriteCorners;
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public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
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{
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this.Prefab = prefab;
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this.Position = position;
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this.Scale = scale;
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this.Rotation = rotation;
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if (prefab.ParticleEmitterPrefab != null)
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{
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this.ParticleEmitter = new ParticleEmitter(prefab.ParticleEmitterPrefab);
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}
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}
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}
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class BackgroundSpriteManager
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{
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const int GridSize = 2000;
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private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
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private List<BackgroundSprite>[,] sprites;
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private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
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private Rectangle currentGridIndices;
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private float swingTimer, swingState;
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public BackgroundSpriteManager(string configPath)
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{
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LoadConfig(configPath);
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}
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public BackgroundSpriteManager(List<string> files)
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{
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foreach (var file in files)
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{
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LoadConfig(file);
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}
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}
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private void LoadConfig(string configPath)
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{
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try
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{
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XDocument doc = ToolBox.TryLoadXml(configPath);
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if (doc == null || doc.Root == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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prefabs.Add(new BackgroundSpritePrefab(element));
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}
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError(String.Format("Failed to load BackgroundSprites from {0}", configPath), e);
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}
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}
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public void PlaceSprites(Level level, int amount)
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{
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sprites = new List<BackgroundSprite>[
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(int)Math.Ceiling(level.Size.X / GridSize),
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(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
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for (int i = 0 ; i < amount; i++)
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{
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BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
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GraphEdge selectedEdge = null;
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Vector2 edgeNormal = Vector2.One;
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Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge, out edgeNormal);
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if (pos == null) continue;
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float rotation = 0.0f;
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if (prefab.AlignWithSurface)
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{
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rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X));
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}
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rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.ClientOnly);
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var newSprite = new BackgroundSprite(prefab,
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new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.ClientOnly)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.ClientOnly), rotation);
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//calculate the positions of the corners of the rotated sprite
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Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2;
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var spriteCorners = new List<Vector2>
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{
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-halfSize, new Vector2(-halfSize.X, halfSize.Y),
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halfSize, new Vector2(halfSize.X, -halfSize.Y)
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};
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Vector2 pivotOffset = newSprite.Prefab.Sprite.Origin * newSprite.Scale - halfSize;
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pivotOffset.X = -pivotOffset.X;
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pivotOffset = new Vector2(
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(float)(pivotOffset.X * Math.Cos(-rotation) - pivotOffset.Y * Math.Sin(-rotation)),
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(float)(pivotOffset.X * Math.Sin(-rotation) + pivotOffset.Y * Math.Cos(-rotation)));
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for (int j = 0; j < 4; j++)
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{
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spriteCorners[j] = new Vector2(
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(float)(spriteCorners[j].X * Math.Cos(-rotation) - spriteCorners[j].Y * Math.Sin(-rotation)),
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(float)(spriteCorners[j].X * Math.Sin(-rotation) + spriteCorners[j].Y * Math.Cos(-rotation)));
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spriteCorners[j] += pos.Value + pivotOffset;
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}
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if (newSprite.ParticleEmitter != null)
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{
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Rectangle particleBounds = newSprite.ParticleEmitter.CalculateParticleBounds(pos.Value);
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spriteCorners.Add(particleBounds.Location.ToVector2());
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spriteCorners.Add(new Vector2(particleBounds.Right, particleBounds.Bottom));
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}
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int minX = (int)Math.Floor((spriteCorners.Min(c => c.X) - newSprite.Position.Z) / GridSize);
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int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize);
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if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
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int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos) / GridSize);
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int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos) / GridSize);
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if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
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for (int x = minX; x <= maxX; x++)
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{
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for (int y = minY; y <= maxY; y++)
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{
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if (sprites[x, y] == null) sprites[x, y] = new List<BackgroundSprite>();
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sprites[x, y].Add(newSprite);
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}
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}
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}
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}
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private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab, out GraphEdge closestEdge, out Vector2 edgeNormal)
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{
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closestEdge = null;
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edgeNormal = Vector2.One;
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Vector2 randomPos = new Vector2(
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.ClientOnly),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ClientOnly));
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if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos;
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List<GraphEdge> edges = new List<GraphEdge>();
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List<Vector2> normals = new List<Vector2>();
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System.Diagnostics.Debug.Assert(level.ExtraWalls.Length == 1);
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List<VoronoiCell> cells = new List<VoronoiCell>();
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos));
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells);
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if (cells.Any())
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{
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VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.ClientOnly)];
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid || edge.OutsideLevel) continue;
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Vector2 normal = edge.GetNormal(cell);
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if (prefab.Alignment.HasFlag(Alignment.Bottom) && normal.Y < -0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Top) && normal.Y > 0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Left) && normal.X < -0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Right) && normal.X > 0.5f)
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{
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edges.Add(edge);
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}
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else
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{
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continue;
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}
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normals.Add(normal);
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}
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}
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.RuinWall))
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{
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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Rectangle expandedArea = ruin.Area;
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expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height);
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if (!expandedArea.Contains(randomPos)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (var wall in ruinShape.Walls)
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{
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if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue;
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edges.Add(new GraphEdge(wall.A, wall.B));
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normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center);
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}
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}
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}
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}
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if (!edges.Any()) return null;
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int index = Rand.Int(edges.Count, Rand.RandSync.ClientOnly);
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closestEdge = edges[index];
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edgeNormal = normals[index];
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float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
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Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
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Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.ClientOnly);
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return pos;
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}
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public void Update(float deltaTime)
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{
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swingTimer += deltaTime;
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swingState = (float)Math.Sin(swingTimer * 0.1f);
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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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
private BackgroundSpritePrefab GetRandomPrefab(string levelType)
|
||||
{
|
||||
int totalCommonness = 0;
|
||||
foreach (BackgroundSpritePrefab prefab in prefabs)
|
||||
{
|
||||
totalCommonness += prefab.GetCommonness(levelType);
|
||||
}
|
||||
|
||||
float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.ClientOnly);
|
||||
|
||||
foreach (BackgroundSpritePrefab prefab in prefabs)
|
||||
{
|
||||
if (randomNumber <= prefab.GetCommonness(levelType))
|
||||
{
|
||||
return prefab;
|
||||
}
|
||||
|
||||
randomNumber -= prefab.GetCommonness(levelType);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
-112
@@ -1,112 +0,0 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class BackgroundSpritePrefab
|
||||
{
|
||||
[Flags]
|
||||
public enum SpawnPosType
|
||||
{
|
||||
None = 0,
|
||||
Wall = 1,
|
||||
RuinWall = 2,
|
||||
SeaFloor = 4
|
||||
}
|
||||
|
||||
public readonly Sprite Sprite;
|
||||
|
||||
public readonly Alignment Alignment;
|
||||
|
||||
public readonly Vector2 Scale;
|
||||
|
||||
public SpawnPosType SpawnPos;
|
||||
|
||||
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 BackgroundSpritePrefab(XElement element)
|
||||
{
|
||||
string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "");
|
||||
|
||||
if (string.IsNullOrEmpty(alignmentStr) || !Enum.TryParse(alignmentStr, out Alignment))
|
||||
{
|
||||
Alignment = Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right;
|
||||
}
|
||||
|
||||
Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
|
||||
|
||||
string[] spawnPosStrs = ToolBox.GetAttributeString(element, "spawnpos", "Wall").Split(',');
|
||||
foreach (string spawnPosStr in spawnPosStrs)
|
||||
{
|
||||
SpawnPosType parsedSpawnPos;
|
||||
if (Enum.TryParse(spawnPosStr.Trim(), out parsedSpawnPos))
|
||||
{
|
||||
SpawnPos |= parsedSpawnPos;
|
||||
}
|
||||
}
|
||||
|
||||
Scale.X = ToolBox.GetAttributeFloat(element, "minsize", 1.0f);
|
||||
Scale.Y = ToolBox.GetAttributeFloat(element, "maxsize", 1.0f);
|
||||
|
||||
DepthRange = ToolBox.GetAttributeVector2(element, "depthrange", new Vector2(0.0f, 1.0f));
|
||||
|
||||
AlignWithSurface = ToolBox.GetAttributeBool(element, "alignwithsurface", false);
|
||||
|
||||
RandomRotation = ToolBox.GetAttributeVector2(element, "randomrotation", Vector2.Zero);
|
||||
RandomRotation.X = MathHelper.ToRadians(RandomRotation.X);
|
||||
RandomRotation.Y = MathHelper.ToRadians(RandomRotation.Y);
|
||||
|
||||
SwingAmount = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "swingamount", 0.0f));
|
||||
|
||||
OverrideCommonness = new Dictionary<string, int>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch(subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
Sprite = new Sprite(subElement);
|
||||
break;
|
||||
case "overridecommonness":
|
||||
string levelType = ToolBox.GetAttributeString(subElement, "leveltype", "");
|
||||
if (!OverrideCommonness.ContainsKey(levelType))
|
||||
{
|
||||
OverrideCommonness.Add(levelType, ToolBox.GetAttributeInt(subElement, "commonness", 1));
|
||||
}
|
||||
break;
|
||||
case "particleemitter":
|
||||
ParticleEmitterPrefab = new Particles.ParticleEmitterPrefab(subElement);
|
||||
EmitterPosition = ToolBox.GetAttributeVector2(subElement, "position", Vector2.Zero);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int GetCommonness(string levelType)
|
||||
{
|
||||
int commonness = 0;
|
||||
if (!OverrideCommonness.TryGetValue(levelType, out commonness))
|
||||
{
|
||||
return Commonness;
|
||||
}
|
||||
|
||||
return commonness;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user