Option to hide waypoints and spawnpoints in editor, fixed cam "twitching" in multiplayer, additional light sprites for lightcomponents, wire bugfixes, fixed excessive camera shake when firing the railgun

This commit is contained in:
Regalis
2016-01-04 22:36:39 +02:00
parent bc9ff32023
commit ca7febfcab
20 changed files with 123 additions and 55 deletions

View File

@@ -8,7 +8,16 @@ namespace Barotrauma.Lights
class LightManager
{
//public static Vector2 ViewPos;
public static Entity ViewTarget;
private static Entity viewTarget;
public static Entity ViewTarget
{
get { return viewTarget; }
set {
if (viewTarget == value) return;
viewTarget = value;
}
}
public Color AmbientLight;

View File

@@ -19,6 +19,8 @@ namespace Barotrauma.Lights
private Texture2D texture;
public Sprite LightSprite;
public Entity Submarine;
//what was the range of the light when HullsInRange were last updated
@@ -85,7 +87,7 @@ namespace Barotrauma.Lights
this.range = range;
this.color = color;
texture = lightTexture;
texture = LightTexture;
GameMain.LightManager.AddLight(this);
}
@@ -106,6 +108,11 @@ namespace Barotrauma.Lights
Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
float scale = range / (lightTexture.Width / 2.0f);
spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
if (LightSprite != null)
{
LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color);
}
}
public void Remove()

View File

@@ -35,7 +35,7 @@ namespace Barotrauma
private Body body;
private Vector2 targetPosition;
private Vector2? targetPosition;
float mass = 10000.0f;
@@ -60,7 +60,7 @@ namespace Barotrauma
public Vector2 TargetPosition
{
get { return targetPosition; }
//get { return targetPosition; }
set
{
if (!MathUtils.IsValid(value)) return;
@@ -210,26 +210,33 @@ namespace Barotrauma
public void Update(float deltaTime)
{
if (targetPosition != Vector2.Zero && targetPosition != Position)
if (targetPosition != null && targetPosition != Position)
{
float dist = Vector2.Distance(targetPosition, Position);
Vector2 targetSimPos = ConvertUnits.ToSimUnits((Vector2)targetPosition);
float dist = Vector2.Distance((Vector2)targetPosition, Position);
if (dist > 1000.0f)
{
body.SetTransform(ConvertUnits.ToSimUnits(targetPosition), 0.0f);
targetPosition = Vector2.Zero;
body.SetTransform(targetSimPos, 0.0f);
targetPosition = null;
}
else if (dist > 50.0f)
{
body.SetTransform((ConvertUnits.ToSimUnits(targetPosition) - body.Position) * 0.01f, 0.0f);
Vector2 moveAmount = Vector2.Normalize(targetSimPos - body.Position);
moveAmount *= Math.Min(dist, 100.0f);
body.SetTransform(body.Position + moveAmount * deltaTime, 0.0f);
}
else
{
targetPosition = null;
}
}
else
{
targetPosition = Vector2.Zero;
targetPosition = null;
}
//-------------------------
Vector2 totalForce = CalculateBuoyancy();

View File

@@ -15,6 +15,8 @@ namespace Barotrauma
{
public static List<WayPoint> WayPointList = new List<WayPoint>();
public static bool ShowWayPoints, ShowSpawnPoints;
private SpawnType spawnType;
//characters spawning at the waypoint will be given an ID card with these tags
@@ -84,6 +86,15 @@ namespace Barotrauma
{
if (!editing && !GameMain.DebugDraw) return;
if (spawnType == SpawnType.Path)
{
if (!GameMain.DebugDraw && !ShowWayPoints) return;
}
else
{
if (!GameMain.DebugDraw && !ShowSpawnPoints) return;
}
Rectangle drawRect =
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
@@ -96,7 +107,7 @@ namespace Barotrauma
foreach (MapEntity e in linkedTo)
{
GUI.DrawLine(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(drawRect.X+rect.Width/2.0f, -drawRect.Y+rect.Height/2.0f),
new Vector2(e.DrawPosition.X, -e.DrawPosition.Y),
Color.Green);
}