- 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.
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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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@@ -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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if (backgroundCreatureManager!=null) backgroundCreatureManager.Draw(spriteBatch);
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if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
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if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
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for (int i = 0; i < 4; i++)
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{
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float scale = 1.0f - i * 0.2f;
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