- 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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