- handheld sonar

- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
This commit is contained in:
Regalis
2016-04-09 14:31:59 +03:00
parent c7545d5816
commit c5685db0aa
29 changed files with 524 additions and 393 deletions

View File

@@ -156,35 +156,34 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch)
{
Vector2 pos = new Vector2(0.0f, -level.Size.Y);// level.EndPosition;
var cells = level.GetCells(GameMain.GameScreen.Cam.WorldViewCenter, 2);
foreach (VoronoiCell cell in cells)
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, new Vector2(cell.Center.X - 10.0f, -cell.Center.Y-10.0f), new Vector2(20.0f, 20.0f), Color.Cyan, true);
var cells = level.GetCells(GameMain.GameScreen.Cam.WorldViewCenter, 2);
foreach (VoronoiCell cell in cells)
{
GUI.DrawRectangle(spriteBatch, new Vector2(cell.Center.X - 10.0f, -cell.Center.Y-10.0f), new Vector2(20.0f, 20.0f), Color.Cyan, true);
GUI.DrawLine(spriteBatch,
new Vector2(cell.edges[0].point1.X, -cell.edges[0].point1.Y),
new Vector2(cell.Center.X, -cell.Center.Y),
Color.White);
GUI.DrawLine(spriteBatch,
new Vector2(cell.edges[0].point1.X, -cell.edges[0].point1.Y),
new Vector2(cell.Center.X, -cell.Center.Y),
Color.White);
foreach (GraphEdge edge in cell.edges)
{
//GUI.DrawLine(spriteBatch,
// new Vector2(edge.point1.X, -edge.point1.Y),
// new Vector2(cell.Center.X, -cell.Center.Y),
// Color.White);
foreach (GraphEdge edge in cell.edges)
{
GUI.DrawLine(spriteBatch, new Vector2(edge.point1.X, -edge.point1.Y),
new Vector2(edge.point2.X, -edge.point2.Y), Color.White);
}
GUI.DrawLine(spriteBatch, new Vector2(edge.point1.X, -edge.point1.Y),
new Vector2(edge.point2.X, -edge.point2.Y), Color.White);
}
foreach (Vector2 point in cell.bodyVertices)
{
GUI.DrawRectangle(spriteBatch, new Vector2(point.X, -point.Y), new Vector2(10.0f, 10.0f), Color.White, true);
}
foreach (Vector2 point in cell.bodyVertices)
{
GUI.DrawRectangle(spriteBatch, new Vector2(point.X, -point.Y), new Vector2(10.0f, 10.0f), Color.White, true);
}
}
}
Vector2 pos = new Vector2(0.0f, -level.Size.Y);// level.EndPosition;
if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y - 512) return;
pos.X = GameMain.GameScreen.Cam.WorldView.X -512.0f;
@@ -197,8 +196,6 @@ namespace Barotrauma
Color.White, 0.0f,
Vector2.Zero,
SpriteEffects.None, 0.0f);
}