Resizing structures/items in editor

This commit is contained in:
Regalis
2016-02-28 21:08:52 +02:00
parent 00c1edad09
commit c64dbed55d
8 changed files with 193 additions and 56 deletions

View File

@@ -286,7 +286,7 @@ namespace Barotrauma
}
public Item(Rectangle newRect, ItemPrefab itemPrefab, Submarine submarine)
: base(submarine)
: base(itemPrefab, submarine)
{
prefab = itemPrefab;
@@ -1219,7 +1219,7 @@ namespace Barotrauma
element.Add(new XAttribute("name", prefab.Name),
new XAttribute("ID", ID));
if (prefab.ResizeHorizontal || prefab.ResizeVertical)
if (ResizeHorizontal || ResizeVertical)
{
element.Add(new XAttribute("rect",
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +

View File

@@ -20,15 +20,15 @@ namespace Barotrauma
//private Sound waterSound;
//a value between 0.0f-1.0f (0.0 = closed, 1.0f = open)
float open;
private float open;
//the force of the water flow which is exerted on physics bodies
Vector2 flowForce;
private Vector2 flowForce;
Hull flowTargetHull;
private Hull flowTargetHull;
float higherSurface;
float lowerSurface;
private float higherSurface;
private float lowerSurface;
public float Open
@@ -39,11 +39,6 @@ namespace Barotrauma
public Door ConnectedDoor;
//public Vector2 FlowForce
//{
// get { return flowForce*soundVolume; }
//}
public Vector2 LerpedFlowForce
{
get { return lerpedFlowForce; }
@@ -64,6 +59,20 @@ namespace Barotrauma
}
}
public override Rectangle Rect
{
get
{
return base.Rect;
}
set
{
base.Rect = value;
FindHulls();
}
}
public Gap(MapEntityPrefab prefab, Rectangle rectangle)
: this (rectangle, Submarine.Loaded)
{ }
@@ -73,7 +82,7 @@ namespace Barotrauma
{ }
public Gap(Rectangle newRect, bool isHorizontal, Submarine submarine)
: base (submarine)
: base (MapEntityPrefab.list.Find(m=> m.Name == "Gap"), submarine)
{
rect = newRect;
linkedTo = new ObservableCollection<MapEntity>();
@@ -169,34 +178,21 @@ namespace Barotrauma
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height), clr * 0.5f, true);
if (isHorizontal)
for (int i = 0; i < linkedTo.Count; i++)
{
for (int i = 0; i < linkedTo.Count; i++ )
{
if (linkedTo[i].Rect.Center.X > rect.Center.X)
{
GUI.DrawRectangle(sb, new Rectangle(WorldRect.Right, -WorldRect.Y, 10, rect.Height), Color.Green * 0.3f, true);
}
else
{
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X - 10, -WorldRect.Y, 10, rect.Height), Color.Green * 0.3f, true);
}
}
}
else
{
for (int i = 0; i < linkedTo.Count; i++)
{
if (linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f > rect.Y-rect.Height/2.0f)
{
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y - 10, rect.Width, 10), Color.Green * 0.3f, true);
}
else
{
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y + rect.Height, rect.Width, 10), Color.Green * 0.3f, true);
}
}
}
Vector2 dir = isHorizontal ?
new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
GUI.Arrow.Draw(sb,
arrowPos,
clr * 0.8f,
GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f));
}
if (isSelected)
{

View File

@@ -74,6 +74,21 @@ namespace Barotrauma
}
}
public override Rectangle Rect
{
get
{
return base.Rect;
}
set
{
base.Rect = value;
Item.UpdateHulls();
Gap.UpdateHulls();
}
}
public override bool IsLinkable
{
get { return true; }
@@ -151,13 +166,13 @@ namespace Barotrauma
}
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
: this (rectangle, Submarine.Loaded)
: this (prefab, rectangle, Submarine.Loaded)
{
}
public Hull(Rectangle rectangle, Submarine submarine)
: base (submarine)
public Hull(MapEntityPrefab prefab, Rectangle rectangle, Submarine submarine)
: base (prefab, submarine)
{
rect = rectangle;
@@ -691,7 +706,7 @@ namespace Barotrauma
int.Parse(element.Attribute("height").Value));
}
Hull h = new Hull(rect, submarine);
Hull h = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, submarine);
h.volume = ToolBox.GetAttributeFloat(element, "pressure", 0.0f);

View File

@@ -23,7 +23,9 @@ namespace Barotrauma
protected static Vector2 selectionSize = Vector2.Zero;
protected static Vector2 startMovingPos = Vector2.Zero;
private MapEntityPrefab prefab;
protected List<ushort> linkedToID;
//observable collection because some entities may need to be notified when the collection is modified
@@ -66,6 +68,9 @@ namespace Barotrauma
//the position and dimensions of the entity
protected Rectangle rect;
private static bool resizing;
private int resizeDirX, resizeDirY;
public virtual Rectangle Rect {
get { return rect; }
@@ -139,12 +144,24 @@ namespace Barotrauma
set { isSelected = value; }
}
protected bool ResizeHorizontal
{
get { return prefab == null ? false : prefab.ResizeHorizontal; }
}
protected bool ResizeVertical
{
get { return prefab == null ? false : prefab.ResizeVertical; }
}
public virtual string Name
{
get { return ""; }
}
public MapEntity(Submarine submarine) : base(submarine) { }
public MapEntity(MapEntityPrefab prefab, Submarine submarine) : base(submarine)
{
this.prefab = prefab;
}
public virtual void Move(Vector2 amount)
{
@@ -232,6 +249,12 @@ namespace Barotrauma
/// </summary>
public static void UpdateSelecting(Camera cam)
{
if (resizing)
{
if (selectedList.Count == 0) resizing = false;
return;
}
foreach (MapEntity e in mapEntityList)
{
e.isHighlighted = false;
@@ -245,7 +268,7 @@ namespace Barotrauma
}
if (GUIComponent.MouseOn != null || !PlayerInput.MouseInsideWindow) return;
if (MapEntityPrefab.Selected != null)
{
selectionPos = Vector2.Zero;
@@ -412,6 +435,11 @@ namespace Barotrauma
if (selectedList.Count == 1)
{
selectedList[0].DrawEditing(spriteBatch, cam);
if (selectedList[0].ResizeHorizontal || selectedList[0].ResizeVertical)
{
selectedList[0].DrawResizing(spriteBatch, cam);
}
}
else
{
@@ -443,6 +471,89 @@ namespace Barotrauma
public virtual void DrawEditing(SpriteBatch spriteBatch, Camera cam) {}
private void DrawResizing(SpriteBatch spriteBatch, Camera cam)
{
isHighlighted = true;
int startX = ResizeHorizontal ? -1 : 0;
int StartY = ResizeVertical ? -1 : 0;
for (int x = startX; x < 2; x += 2)
{
for (int y = StartY; y < 2; y += 2)
{
Vector2 handlePos = cam.WorldToScreen(Position + new Vector2(x * (rect.Width * 0.5f + 5), y * (rect.Height * 0.5f + 5)));
bool highlighted = Vector2.Distance(PlayerInput.MousePosition, handlePos)<5.0f;
GUI.DrawRectangle(spriteBatch, handlePos - new Vector2(3.0f, 3.0f), new Vector2(6.0f, 6.0f), Color.White * (highlighted ? 1.0f : 0.6f), true);
if (highlighted)
{
if (PlayerInput.LeftButtonDown())
{
selectionPos = Vector2.Zero;
resizeDirX = x;
resizeDirY = y;
resizing = true;
}
}
}
}
if (resizing)
{
Vector2 placePosition = new Vector2(rect.X, rect.Y);
Vector2 placeSize = new Vector2(rect.Width, rect.Height);
Vector2 mousePos = Submarine.MouseToWorldGrid(cam);
if (resizeDirX >0)
{
mousePos.X = Math.Max(mousePos.X, rect.X + Submarine.GridSize.X);
placeSize.X = mousePos.X - placePosition.X;
}
else if (resizeDirX <0)
{
mousePos.X = Math.Min(mousePos.X, rect.Right - Submarine.GridSize.X);
placeSize.X = (placePosition.X + placeSize.X)-mousePos.X;
placePosition.X = mousePos.X;
}
if (resizeDirY < 0)
{
mousePos.Y = Math.Min(mousePos.Y, rect.Y - Submarine.GridSize.Y);
placeSize.Y = placePosition.Y-mousePos.Y;
}
else if (resizeDirY > 0)
{
mousePos.Y = Math.Max(mousePos.Y, rect.Y - rect.Height + Submarine.GridSize.X);
placeSize.Y = mousePos.Y - (rect.Y - rect.Height);
placePosition.Y = mousePos.Y;
}
if ((int)placePosition.X != rect.X || (int)placePosition.Y != rect.Y || (int)placeSize.X != rect.Width || (int)placeSize.Y != rect.Height)
{
Rect = new Rectangle((int)placePosition.X, (int)placePosition.Y, (int)placeSize.X, (int)placeSize.Y);
}
if (!PlayerInput.LeftButtonHeld())
{
resizing = false;
}
//if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
//if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
//Rectangle newRect = Submarine.AbsRect(placePosition, placeSize);
//newRect.Width = (int)Math.Max(newRect.Width, Submarine.GridSize.X);
//newRect.Height = (int)Math.Max(newRect.Height, Submarine.GridSize.Y);
}
}
public static List<MapEntity> FindMapEntities(Vector2 pos)
{
List<MapEntity> foundEntities = new List<MapEntity>();
@@ -518,13 +629,6 @@ namespace Barotrauma
{
mapEntityList[i].OnMapLoaded();
}
//mapEntityList.Sort((x, y) =>
//{
// return x.Name.CompareTo(y.Name);
//});
}

View File

@@ -141,7 +141,7 @@ namespace Barotrauma
}
public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine)
: base(submarine)
: base(sp, submarine)
{
if (rectangle.Width == 0 || rectangle.Height == 0) return;

View File

@@ -96,7 +96,7 @@ namespace Barotrauma
}
public WayPoint(Rectangle newRect, Submarine submarine)
: base (submarine)
: base (null, submarine)
{
rect = newRect;
linkedTo = new ObservableCollection<MapEntity>();

View File

@@ -1,3 +1,25 @@
---------------------------------------------------------------------------------------------------------
v0.3.4.0
---------------------------------------------------------------------------------------------------------
Multiplayer:
- missing submarine files can be downloaded from the server host
- player syncing bugfixes (aiming is visible to other players, smoother movement in water)
- creature syncing bugfixes (less teleporting around)
- fixed the server lobby displaying wrong numbers of votes at the client's side
- fixed the server list displaying 16/16 players as 0/16
- saving server settings
Other:
- skyholder artifacts consume oxygen
- thermal artifacts catch fire even if they're not being held
- placed items/structures can be resized in the editor
- items in the inventory can be swapped between slots by dragging them on top of each other
- slower underwater scooters
- fixed pressure building up in enclosed rooms full of water, even if there were no hull breaches
- an indicator which shows the direction of the sub when spectating
- fixed crashing when loading a submarine with no hulls
---------------------------------------------------------------------------------------------------------
v0.3.3.1
---------------------------------------------------------------------------------------------------------

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