Unstable v0.1300.0.1
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@@ -1,4 +1,5 @@
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#nullable enable
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@@ -6,6 +7,13 @@ namespace Barotrauma
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{
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internal partial class Radiation
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{
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private static readonly string radiationTooltip = TextManager.Get("RadiationTooltip");
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private static float spriteIndex;
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private readonly SpriteSheet sheet = GUI.Style.RadiationAnimSpriteSheet;
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private int maxFrames => sheet.FrameCount + 1;
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private bool isHovingOver;
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public void Draw(SpriteBatch spriteBatch, Rectangle container, float zoom)
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{
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if (!Enabled) { return; }
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@@ -19,16 +27,38 @@ namespace Barotrauma
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Vector2 size = new Vector2((Amount - increasedAmount) * zoom + halfSizeX, viewBottom - topLeft.Y);
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if (size.X < 0) { return; }
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uiSprite.Sprite.DrawTiled(spriteBatch, topLeft, size, GUI.Style.Red * 0.33f, Vector2.Zero, textureScale: new Vector2(zoom));
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Vector2 spriteScale = new Vector2(zoom);
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if (container.Contains(PlayerInput.MousePosition) && PlayerInput.MousePosition.X < topLeft.X + size.X)
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uiSprite.Sprite.DrawTiled(spriteBatch, topLeft, size, Params.RadiationAreaColor, Vector2.Zero, textureScale: spriteScale);
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Vector2 topRight = topLeft + Vector2.UnitX * size.X;
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int index = 0;
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for (float i = 0; i <= size.Y; i += sheet.FrameSize.Y / 2f * zoom)
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{
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// TODO tooltip?
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bool isEven = ++index % 2 == 0;
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Vector2 origin = new Vector2(0.5f, 0) * sheet.FrameSize.X;
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// every other sprite's animation is reversed to make it seem more chaotic
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int sprite = (int) MathF.Floor(isEven ? spriteIndex : maxFrames - spriteIndex);
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sheet.Draw(spriteBatch, sprite, topRight + new Vector2(0, i), Params.RadiationBorderTint, origin, 0f, spriteScale);
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}
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isHovingOver = container.Contains(PlayerInput.MousePosition) && PlayerInput.MousePosition.X < topLeft.X + size.X;
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}
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public void DrawFront(SpriteBatch spriteBatch)
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{
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if (isHovingOver)
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{
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GUIComponent.DrawToolTip(spriteBatch, radiationTooltip, PlayerInput.MousePosition + new Vector2(18 * GUI.Scale));
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}
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}
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public void MapUpdate(float deltaTime)
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{
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float spriteStep = Params.BorderAnimationSpeed * deltaTime;
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spriteIndex = (spriteIndex + spriteStep) % maxFrames;
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if (increasedAmount > 0)
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{
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increasedAmount -= (lastIncrease / Params.AnimationSpeed) * deltaTime;
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