Build 0.21.6.0 (1.0 pre-patch)
This commit is contained in:
@@ -293,11 +293,11 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Blue * alpha, false, (ID % 255) * 0.000001f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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Color.Blue * alpha, false, (ID % 255) * 0.000001f, (int)Math.Max(MathF.Ceiling(1.5f / Screen.Selected.Cam.Zoom), 1.0f));
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
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GUIStyle.Red * ((100.0f - OxygenPercentage) / 400.0f) * alpha, true, 0, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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GUIStyle.Red * ((100.0f - OxygenPercentage) / 400.0f) * alpha, true, 0, (int)Math.Max(MathF.Ceiling(1.5f / Screen.Selected.Cam.Zoom), 1.0f));
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if (GameMain.DebugDraw)
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{
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@@ -1,5 +1,4 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -65,15 +64,9 @@ namespace Barotrauma
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public Texture2D WaterTexture { get; }
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public WaterRenderer(GraphicsDevice graphicsDevice, ContentManager content)
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public WaterRenderer(GraphicsDevice graphicsDevice)
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{
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#if WINDOWS
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WaterEffect = content.Load<Effect>("Effects/watershader");
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#endif
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#if LINUX || OSX
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WaterEffect = content.Load<Effect>("Effects/watershader_opengl");
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#endif
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WaterEffect = EffectLoader.Load("Effects/watershader");
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WaterTexture = TextureLoader.FromFile("Content/Effects/waterbump.png");
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WaterEffect.Parameters["xWaterBumpMap"].SetValue(WaterTexture);
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@@ -1,6 +1,5 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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@@ -73,12 +72,14 @@ namespace Barotrauma.Lights
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private int recalculationCount;
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private float time;
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public IEnumerable<LightSource> Lights
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{
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get { return lights; }
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}
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public LightManager(GraphicsDevice graphics, ContentManager content)
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public LightManager(GraphicsDevice graphics)
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{
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lights = new List<LightSource>(100);
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@@ -96,13 +97,8 @@ namespace Barotrauma.Lights
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{
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CreateRenderTargets(graphics);
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#if WINDOWS
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LosEffect = content.Load<Effect>("Effects/losshader");
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SolidColorEffect = content.Load<Effect>("Effects/solidcolor");
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#else
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LosEffect = content.Load<Effect>("Effects/losshader_opengl");
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SolidColorEffect = content.Load<Effect>("Effects/solidcolor_opengl");
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#endif
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LosEffect = EffectLoader.Load("Effects/losshader");
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SolidColorEffect = EffectLoader.Load("Effects/solidcolor");
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if (lightEffect == null)
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{
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@@ -171,10 +167,12 @@ namespace Barotrauma.Lights
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public void Update(float deltaTime)
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{
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//wrap around if the timer gets very large, otherwise we'd start running into floating point accuracy issues
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time = (time + deltaTime) % 100000.0f;
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foreach (LightSource light in activeLights)
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{
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if (!light.Enabled) { continue; }
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light.Update(deltaTime);
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light.Update(time);
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}
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}
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@@ -200,8 +200,6 @@ namespace Barotrauma.Lights
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private static Texture2D lightTexture;
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private float blinkTimer, flickerState, pulseState;
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private VertexPositionColorTexture[] vertices;
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private short[] indices;
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@@ -486,12 +484,12 @@ namespace Barotrauma.Lights
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if (addLight) { GameMain.LightManager.AddLight(this); }
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}
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public void Update(float deltaTime)
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public void Update(float time)
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{
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float brightness = 1.0f;
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if (lightSourceParams.BlinkFrequency > 0.0f)
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{
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blinkTimer = (blinkTimer + deltaTime * lightSourceParams.BlinkFrequency) % 1.0f;
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float blinkTimer = (time * lightSourceParams.BlinkFrequency) % 1.0f;
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if (blinkTimer > 0.5f)
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{
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CurrentBrightness = 0.0f;
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@@ -500,14 +498,13 @@ namespace Barotrauma.Lights
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}
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if (lightSourceParams.PulseFrequency > 0.0f && lightSourceParams.PulseAmount > 0.0f)
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{
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pulseState = (pulseState + deltaTime * lightSourceParams.PulseFrequency) % 1.0f;
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float pulseState = (time * lightSourceParams.PulseFrequency) % 1.0f;
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//oscillate between 0-1
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brightness *= 1.0f - (float)(Math.Sin(pulseState * MathHelper.TwoPi) + 1.0f) / 2.0f * lightSourceParams.PulseAmount;
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}
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if (lightSourceParams.Flicker > 0.0f)
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if (lightSourceParams.Flicker > 0.0f && lightSourceParams.FlickerSpeed > 0.0f)
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{
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flickerState += deltaTime * lightSourceParams.FlickerSpeed;
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flickerState %= 255;
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float flickerState = (time * lightSourceParams.FlickerSpeed) % 255;
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brightness *= 1.0f - PerlinNoise.GetPerlin(flickerState, flickerState * 0.5f) * lightSourceParams.Flicker;
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}
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CurrentBrightness = brightness;
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@@ -68,7 +68,7 @@ namespace Barotrauma
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private (Rectangle targetArea, RichString tip)? tooltip;
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private (SubmarineInfo pendingSub, float realWorldCrushDepth) pendingSubInfo;
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private SubmarineInfo.PendingSubInfo pendingSubInfo;
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private RichString beaconStationActiveText, beaconStationInactiveText;
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@@ -936,39 +936,8 @@ namespace Barotrauma
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if (connection.LevelData.HasHuntingGrounds) { iconCount++; }
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if (connection.Locked) { iconCount++; }
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string tooltip = null;
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float subCrushDepth = Level.DefaultRealWorldCrushDepth;
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var currentOrPendingSub = SubmarineSelection.CurrentOrPendingSubmarine();
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if (Submarine.MainSub != null && Submarine.MainSub.Info == currentOrPendingSub)
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{
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subCrushDepth = Submarine.MainSub.RealWorldCrushDepth;
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}
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else if (currentOrPendingSub != null)
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{
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if (pendingSubInfo.pendingSub != currentOrPendingSub)
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{
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// Store the real world crush depth for the pending sub so that we don't have to calculate it again every time
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pendingSubInfo = (currentOrPendingSub, currentOrPendingSub.GetRealWorldCrushDepth());
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}
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subCrushDepth = pendingSubInfo.realWorldCrushDepth;
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}
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if (GameMain.GameSession?.Campaign?.UpgradeManager != null)
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{
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var hullUpgradePrefab = UpgradePrefab.Find("increasewallhealth".ToIdentifier());
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if (hullUpgradePrefab != null)
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{
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int pendingLevel = GameMain.GameSession.Campaign.UpgradeManager.GetUpgradeLevel(hullUpgradePrefab, hullUpgradePrefab.UpgradeCategories.First());
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int currentLevel = GameMain.GameSession.Campaign.UpgradeManager.GetRealUpgradeLevel(hullUpgradePrefab, hullUpgradePrefab.UpgradeCategories.First());
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if (pendingLevel > currentLevel)
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{
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string updateValueStr = hullUpgradePrefab.SourceElement?.GetChildElement("Structure")?.GetAttributeString("crushdepth", null);
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if (!string.IsNullOrEmpty(updateValueStr))
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{
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subCrushDepth = PropertyReference.CalculateUpgrade(subCrushDepth, pendingLevel - currentLevel, updateValueStr);
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}
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}
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}
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}
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float subCrushDepth = SubmarineInfo.GetSubCrushDepth(SubmarineSelection.CurrentOrPendingSubmarine(), ref pendingSubInfo);
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string crushDepthWarningIconStyle = null;
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if (connection.LevelData.InitialDepth * Physics.DisplayToRealWorldRatio > subCrushDepth)
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{
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@@ -1125,6 +1094,14 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Resets <see cref="pendingSubInfo"/> and forces crush depth to be calculated again for icon displaying purposes
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/// </summary>
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public void ResetPendingSub()
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{
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pendingSubInfo = new SubmarineInfo.PendingSubInfo();
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}
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partial void RemoveProjSpecific()
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{
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noiseOverlay?.Remove();
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@@ -515,11 +515,11 @@ namespace Barotrauma
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Item targetContainer = null;
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bool isShiftDown = PlayerInput.IsShiftDown();
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if (!isShiftDown) return null;
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if (!isShiftDown) { return null; }
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foreach (MapEntity e in mapEntityList)
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{
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if (!e.SelectableInEditor ||!(e is Item potentialContainer)) { continue; }
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if (!e.SelectableInEditor || e is not Item potentialContainer) { continue; }
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if (e.IsMouseOn(position))
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{
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@@ -83,7 +83,10 @@ namespace Barotrauma
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{
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string errorMsg = "Failed to load sound file \"" + filename + "\" (file not found).";
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DebugConsole.ThrowError(errorMsg, e);
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GameAnalyticsManager.AddErrorEventOnce("RoundSound.LoadRoundSound:FileNotFound" + filename, GameAnalyticsManager.ErrorSeverity.Error, errorMsg + "\n" + Environment.StackTrace.CleanupStackTrace());
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if (!ContentPackageManager.ModsEnabled)
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{
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GameAnalyticsManager.AddErrorEventOnce("RoundSound.LoadRoundSound:FileNotFound" + filename, GameAnalyticsManager.ErrorSeverity.Error, errorMsg + "\n" + Environment.StackTrace.CleanupStackTrace());
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}
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return null;
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}
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catch (System.IO.InvalidDataException e)
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@@ -89,7 +89,11 @@ namespace Barotrauma
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CreateSpecsWindow(descriptionBox, font, includeDescription: true);
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}
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public void CreateSpecsWindow(GUIListBox parent, GUIFont font, bool includeTitle = true, bool includeClass = true, bool includeDescription = false)
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public void CreateSpecsWindow(GUIListBox parent, GUIFont font,
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bool includeTitle = true,
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bool includeClass = true,
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bool includeDescription = false,
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bool includeCrushDepth = false)
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{
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float leftPanelWidth = 0.6f;
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float rightPanelWidth = 0.4f / leftPanelWidth;
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@@ -155,6 +159,22 @@ namespace Barotrauma
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{ CanBeFocused = false };
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cargoCapacityText.RectTransform.MinSize = new Point(0, cargoCapacityText.Children.First().Rect.Height);
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if (includeCrushDepth)
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{
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var crushDepthText = new GUITextBlock(new RectTransform(new Vector2(leftPanelWidth, 0), parent.Content.RectTransform),
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TextManager.Get("CrushDepth"), textAlignment: Alignment.TopLeft, font: font, wrap: true)
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{
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CanBeFocused = false
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};
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new GUITextBlock(new RectTransform(new Vector2(rightPanelWidth, 0.0f), crushDepthText.RectTransform, Anchor.TopRight, Pivot.TopLeft),
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TextManager.GetWithVariable("meterformat", "[meters]", string.Format(CultureInfo.InvariantCulture, "{0:N0}", GetSubCrushDepth())),
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textAlignment: Alignment.TopLeft, font: font, wrap: true)
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{
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CanBeFocused = false
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};
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crushDepthText.RectTransform.MinSize = new Point(0, crushDepthText.Children.First().Rect.Height);
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}
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if (RecommendedCrewSizeMax > 0)
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{
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var crewSizeText = new GUITextBlock(new RectTransform(new Vector2(leftPanelWidth, 0), parent.Content.RectTransform),
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@@ -227,5 +247,57 @@ namespace Barotrauma
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GUITextBlock.AutoScaleAndNormalize(parent.Content.GetAllChildren<GUITextBlock>().Where(c => c != submarineNameText && c != descBlock));
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parent.ForceLayoutRecalculation();
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}
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public readonly record struct PendingSubInfo(SubmarineInfo PendingSub = null, bool StructuresDefineRealWorldCrushDepth = false, float RealWorldCrushDepth = Level.DefaultRealWorldCrushDepth);
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private float GetSubCrushDepth()
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{
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var pendingSubInfo = new PendingSubInfo();
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return GetSubCrushDepth(this, ref pendingSubInfo);
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}
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public static float GetSubCrushDepth(SubmarineInfo subInfo, ref PendingSubInfo pendingSubInfo)
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{
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float subCrushDepth = Level.DefaultRealWorldCrushDepth;
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if (Submarine.MainSub != null && Submarine.MainSub.Info == subInfo)
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{
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subCrushDepth = Submarine.MainSub.RealWorldCrushDepth;
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}
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else if (subInfo != null)
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{
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if (pendingSubInfo.PendingSub != subInfo)
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{
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// Store the real world crush depth for the pending sub so that we don't have to calculate it again every time
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pendingSubInfo = new PendingSubInfo(subInfo, subInfo.IsCrushDepthDefinedInStructures(out float realWorldCrushDepth), realWorldCrushDepth);
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}
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subCrushDepth = pendingSubInfo.RealWorldCrushDepth;
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}
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if (GameMain.GameSession?.Campaign?.UpgradeManager != null && UpgradePrefab.Find("increasewallhealth".ToIdentifier()) is UpgradePrefab hullUpgradePrefab)
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{
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int pendingLevel = GameMain.GameSession.Campaign.UpgradeManager.GetUpgradeLevel(hullUpgradePrefab, hullUpgradePrefab.UpgradeCategories.First(), info: subInfo);
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// If there is a sub switch pending, unless its structures have crush depth defined in their elements,
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// calculate the value based on the default crush depth and pending upgrade level
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int currentLevel = 0;
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if (pendingSubInfo.PendingSub is null || pendingSubInfo.StructuresDefineRealWorldCrushDepth)
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{
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currentLevel = GameMain.GameSession.Campaign.UpgradeManager.GetRealUpgradeLevelForSub(hullUpgradePrefab, hullUpgradePrefab.UpgradeCategories.First(), subInfo);
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}
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if (pendingLevel > currentLevel)
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{
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string updateValueStr = hullUpgradePrefab.SourceElement?.GetChildElement("Structure")?.GetAttributeString("crushdepth", null);
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if (!string.IsNullOrEmpty(updateValueStr))
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{
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if (currentLevel > 0)
|
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{
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// If the current level is greater than 0, reset the crush depth value back to the base value before calculating the upgrade
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int upgradePercentage = UpgradePrefab.ParsePercentage(updateValueStr, Identifier.Empty, suppressWarnings: true);
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subCrushDepth /= (1f + (upgradePercentage / 100f * currentLevel));
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}
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subCrushDepth = PropertyReference.CalculateUpgrade(subCrushDepth, pendingLevel, updateValueStr);
|
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}
|
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}
|
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}
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return subCrushDepth;
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}
|
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}
|
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}
|
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@@ -4,26 +4,29 @@ using Microsoft.Xna.Framework;
|
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using Microsoft.Xna.Framework.Graphics;
|
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using System;
|
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using System.Collections.Generic;
|
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using System.Collections.Immutable;
|
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using System.Globalization;
|
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using System.Linq;
|
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using System.Text;
|
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using System.Threading;
|
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using System.Threading.Tasks;
|
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using System.Xml.Linq;
|
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using Barotrauma.Items.Components;
|
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|
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namespace Barotrauma
|
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{
|
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class SubmarinePreview : IDisposable
|
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sealed class SubmarinePreview : IDisposable
|
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{
|
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private SpriteRecorder spriteRecorder;
|
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private readonly SubmarineInfo submarineInfo;
|
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|
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private SpriteRecorder spriteRecorder;
|
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private Camera camera;
|
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private Task loadTask;
|
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private (Vector2 Min, Vector2 Max) bounds;
|
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|
||||
private volatile bool isDisposed;
|
||||
|
||||
private GUIFrame previewFrame;
|
||||
|
||||
private class HullCollection
|
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private sealed class HullCollection
|
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{
|
||||
public readonly List<Rectangle> Rects;
|
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public readonly LocalizedString Name;
|
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@@ -42,7 +45,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private struct Door
|
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private readonly struct Door
|
||||
{
|
||||
public readonly Rectangle Rect;
|
||||
|
||||
@@ -150,7 +153,9 @@ namespace Barotrauma
|
||||
ScrollBarVisible = false,
|
||||
Spacing = GUI.IntScale(5)
|
||||
};
|
||||
subInfo.CreateSpecsWindow(specsContainer, GUIStyle.Font, includeTitle: false, includeDescription: true);
|
||||
subInfo.CreateSpecsWindow(specsContainer, GUIStyle.Font,
|
||||
includeTitle: false,
|
||||
includeDescription: true);
|
||||
int width = specsContainer.Rect.Width;
|
||||
void recalculateSpecsContainerHeight()
|
||||
{
|
||||
@@ -186,7 +191,22 @@ namespace Barotrauma
|
||||
});
|
||||
recalculateSpecsContainerHeight();
|
||||
|
||||
GeneratePreviewMeshes();
|
||||
TaskPool.Add(nameof(GeneratePreviewMeshes), GeneratePreviewMeshes(), _ =>
|
||||
{
|
||||
if (isDisposed) { return; }
|
||||
// Reset the camera's position on the main thread,
|
||||
// because the Camera class is not thread-safe and
|
||||
// it's possible for its state to not get updated
|
||||
// properly if done within a task
|
||||
camera.Position = (bounds.Min + bounds.Max) * (0.5f, -0.5f);
|
||||
Vector2 span2d = bounds.Max - bounds.Min;
|
||||
Vector2 scaledSpan2d = span2d / camera.Resolution.ToVector2();
|
||||
float scaledSpan = Math.Max(scaledSpan2d.X, scaledSpan2d.Y);
|
||||
camera.MinZoom = Math.Min(0.1f, 0.4f / scaledSpan);
|
||||
camera.Zoom = 0.7f / scaledSpan;
|
||||
camera.StopMovement();
|
||||
camera.UpdateTransform(interpolate: false, updateListener: false);
|
||||
});
|
||||
}
|
||||
|
||||
public static void AddToGUIUpdateList()
|
||||
@@ -207,6 +227,7 @@ namespace Barotrauma
|
||||
spriteRecorder.Begin(SpriteSortMode.BackToFront);
|
||||
|
||||
HashSet<int> toIgnore = new HashSet<int>();
|
||||
HashSet<int> wires = new HashSet<int>();
|
||||
|
||||
foreach (var subElement in submarineInfo.SubmarineElement.Elements())
|
||||
{
|
||||
@@ -221,7 +242,7 @@ namespace Barotrauma
|
||||
ExtractItemContainerIds(component, toIgnore);
|
||||
break;
|
||||
case "connectionpanel":
|
||||
ExtractConnectionPanelLinks(component, toIgnore);
|
||||
ExtractConnectionPanelLinks(component, wires);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -231,20 +252,25 @@ namespace Barotrauma
|
||||
await Task.Yield();
|
||||
}
|
||||
|
||||
var wireNodes = new List<XElement>();
|
||||
|
||||
foreach (var subElement in submarineInfo.SubmarineElement.Elements())
|
||||
{
|
||||
if (subElement.GetAttributeBool("hiddeningame", false)) { continue; }
|
||||
switch (subElement.Name.LocalName.ToLowerInvariant())
|
||||
{
|
||||
case "structure":
|
||||
case "item":
|
||||
if (!toIgnore.Contains(subElement.GetAttributeInt("ID", 0)))
|
||||
var id = subElement.GetAttributeInt("ID", 0);
|
||||
if (wires.Contains(id))
|
||||
{
|
||||
wireNodes.Add(subElement);
|
||||
}
|
||||
else if (!toIgnore.Contains(id))
|
||||
{
|
||||
BakeMapEntity(subElement);
|
||||
}
|
||||
break;
|
||||
case "structure":
|
||||
BakeMapEntity(subElement);
|
||||
break;
|
||||
case "hull":
|
||||
Identifier identifier = subElement.GetAttributeIdentifier("roomname", "");
|
||||
if (!identifier.IsEmpty)
|
||||
@@ -261,15 +287,14 @@ namespace Barotrauma
|
||||
if (isDisposed) { return; }
|
||||
await Task.Yield();
|
||||
}
|
||||
spriteRecorder.End();
|
||||
|
||||
camera.Position = (spriteRecorder.Min + spriteRecorder.Max) * 0.5f;
|
||||
float scaledSpan = (spriteRecorder.Max - spriteRecorder.Min).X / camera.Resolution.X;
|
||||
camera.Zoom = 0.8f / scaledSpan;
|
||||
camera.StopMovement();
|
||||
bounds = (spriteRecorder.Min, spriteRecorder.Max);
|
||||
wireNodes.ForEach(BakeWireNodes);
|
||||
|
||||
spriteRecorder.End();
|
||||
}
|
||||
|
||||
private void ExtractItemContainerIds(XElement component, HashSet<int> ids)
|
||||
private static void ExtractItemContainerIds(XElement component, HashSet<int> ids)
|
||||
{
|
||||
string containedString = component.GetAttributeString("contained", "");
|
||||
string[] itemIdStrings = containedString.Split(',');
|
||||
@@ -283,7 +308,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void ExtractConnectionPanelLinks(XElement component, HashSet<int> ids)
|
||||
private static void ExtractConnectionPanelLinks(XElement component, HashSet<int> ids)
|
||||
{
|
||||
var pins = component.Elements("input").Concat(component.Elements("output"));
|
||||
foreach (var pin in pins)
|
||||
@@ -297,6 +322,39 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void BakeWireNodes(XElement element)
|
||||
{
|
||||
var prefabIdentifier = element.GetAttributeIdentifier("identifier", "");
|
||||
if (prefabIdentifier.IsEmpty) { return; }
|
||||
if (!ItemPrefab.Prefabs.TryGet(prefabIdentifier, out var prefab)) { return; }
|
||||
|
||||
var prefabWireComponentElement = prefab.ConfigElement.GetChildElement("wire");
|
||||
if (prefabWireComponentElement is null) { return; }
|
||||
|
||||
var wireComponent = element.GetChildElement("wire");
|
||||
if (wireComponent is null) { return; }
|
||||
|
||||
var color = element.GetAttributeColor("spritecolor") ?? Color.White;
|
||||
|
||||
var nodes = Wire.ExtractNodes(wireComponent).ToImmutableArray();
|
||||
var wireSprite = Wire.ExtractWireSprite(prefab.ConfigElement);
|
||||
|
||||
var useSpriteDepth = element.GetAttributeBool("usespritedepth", false);
|
||||
var depth =
|
||||
useSpriteDepth
|
||||
? element.GetAttributeFloat("spritedepth", 1.0f)
|
||||
: wireSprite.Depth;
|
||||
|
||||
var width = prefabWireComponentElement.GetAttributeFloat("width", 0.3f);
|
||||
|
||||
for (int i = 0; i < nodes.Length - 1; i++)
|
||||
{
|
||||
var line = (Start: nodes[i], End: nodes[i + 1]);
|
||||
var wireSegment = new Wire.WireSection(line.Start, line.End);
|
||||
wireSegment.Draw(spriteRecorder, wireSprite, color, Vector2.Zero, depth, width);
|
||||
}
|
||||
}
|
||||
|
||||
private void BakeMapEntity(XElement element)
|
||||
{
|
||||
Identifier identifier = element.GetAttributeIdentifier("identifier", Identifier.Empty);
|
||||
@@ -313,27 +371,27 @@ namespace Barotrauma
|
||||
|
||||
float rotation = element.GetAttributeFloat("rotation", 0f);
|
||||
|
||||
MapEntityPrefab prefab = null;
|
||||
if (element.Name.ToString().Equals("item", StringComparison.OrdinalIgnoreCase) &&
|
||||
ItemPrefab.Prefabs.TryGet(identifier, out ItemPrefab ip))
|
||||
MapEntityPrefab prefab;
|
||||
if (element.NameAsIdentifier() == "item"
|
||||
&& ItemPrefab.Prefabs.TryGet(identifier, out ItemPrefab ip))
|
||||
{
|
||||
prefab = ip;
|
||||
}
|
||||
else
|
||||
{
|
||||
prefab = MapEntityPrefab.List.FirstOrDefault(p => p.Identifier == identifier);
|
||||
prefab = MapEntityPrefab.FindByIdentifier(identifier);
|
||||
}
|
||||
if (prefab == null) { return; }
|
||||
|
||||
var texture = prefab.Sprite.Texture;
|
||||
var srcRect = prefab.Sprite.SourceRect;
|
||||
flippedX &= prefab.CanSpriteFlipX;
|
||||
flippedY &= prefab.CanSpriteFlipY;
|
||||
|
||||
SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
if (flippedX && ((prefab as ItemPrefab)?.CanSpriteFlipX ?? true))
|
||||
if (flippedX)
|
||||
{
|
||||
spriteEffects |= SpriteEffects.FlipHorizontally;
|
||||
}
|
||||
if (flippedY && ((prefab as ItemPrefab)?.CanSpriteFlipY ?? true))
|
||||
if (flippedY)
|
||||
{
|
||||
spriteEffects |= SpriteEffects.FlipVertically;
|
||||
}
|
||||
@@ -419,8 +477,8 @@ namespace Barotrauma
|
||||
{
|
||||
float offsetState = 0f;
|
||||
Vector2 offset = decorativeSprite.GetOffset(ref offsetState, Vector2.Zero) * scale;
|
||||
if (flippedX && itemPrefab.CanSpriteFlipX) { offset.X = -offset.X; }
|
||||
if (flippedY && itemPrefab.CanSpriteFlipY) { offset.Y = -offset.Y; }
|
||||
if (flippedX) { offset.X = -offset.X; }
|
||||
if (flippedY) { offset.Y = -offset.Y; }
|
||||
decorativeSprite.Sprite.DrawTiled(spriteRecorder,
|
||||
new Vector2(spritePos.X + offset.X - rect.Width / 2, -(spritePos.Y + offset.Y + rect.Height / 2)),
|
||||
rect.Size.ToVector2(), color: color,
|
||||
@@ -451,8 +509,8 @@ namespace Barotrauma
|
||||
float rotationState = 0f; float offsetState = 0f;
|
||||
float rot = decorativeSprite.GetRotation(ref rotationState, 0f);
|
||||
Vector2 offset = decorativeSprite.GetOffset(ref offsetState, Vector2.Zero) * scale;
|
||||
if (flippedX && itemPrefab.CanSpriteFlipX) { offset.X = -offset.X; }
|
||||
if (flippedY && itemPrefab.CanSpriteFlipY) { offset.Y = -offset.Y; }
|
||||
if (flippedX) { offset.X = -offset.X; }
|
||||
if (flippedY) { offset.Y = -offset.Y; }
|
||||
decorativeSprite.Sprite.Draw(spriteRecorder, new Vector2(spritePos.X + offset.X, -(spritePos.Y + offset.Y)), color,
|
||||
MathHelper.ToRadians(rotation) + rot, decorativeSprite.GetScale(0f) * scale, prefab.Sprite.effects,
|
||||
depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - prefab.Sprite.Depth), 0.999f));
|
||||
@@ -472,6 +530,7 @@ namespace Barotrauma
|
||||
{
|
||||
overrideSprite = false;
|
||||
|
||||
float relativeScale = scale / prefab.Scale;
|
||||
foreach (var subElement in prefab.ConfigElement.Elements())
|
||||
{
|
||||
switch (subElement.Name.LocalName.ToLowerInvariant())
|
||||
@@ -498,7 +557,6 @@ namespace Barotrauma
|
||||
relativeBarrelPos,
|
||||
MathHelper.ToRadians(rotation));
|
||||
|
||||
float relativeScale = scale / prefab.Scale;
|
||||
Vector2 drawPos = new Vector2(rect.X + rect.Width * relativeScale / 2 + transformedBarrelPos.X * relativeScale, rect.Y - rect.Height * relativeScale / 2 - transformedBarrelPos.Y * relativeScale);
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
@@ -516,20 +574,22 @@ namespace Barotrauma
|
||||
|
||||
break;
|
||||
case "door":
|
||||
doors.Add(new Door(rect));
|
||||
var scaledRect = rect with { Size = (rect.Size.ToVector2() * relativeScale).ToPoint() };
|
||||
|
||||
doors.Add(new Door(scaledRect));
|
||||
|
||||
var doorSpriteElem = subElement.Elements().FirstOrDefault(e => e.Name.LocalName.Equals("sprite", StringComparison.OrdinalIgnoreCase));
|
||||
if (doorSpriteElem != null)
|
||||
{
|
||||
string texturePath = doorSpriteElem.GetAttributeString("texture", "");
|
||||
Vector2 pos = rect.Location.ToVector2() * new Vector2(1f, -1f);
|
||||
string texturePath = doorSpriteElem.GetAttributeStringUnrestricted("texture", "");
|
||||
Vector2 pos = scaledRect.Location.ToVector2() * new Vector2(1f, -1f);
|
||||
if (subElement.GetAttributeBool("horizontal", false))
|
||||
{
|
||||
pos.Y += (float)rect.Height * 0.5f;
|
||||
pos.Y += (float)scaledRect.Height * 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.X += (float)rect.Width * 0.5f;
|
||||
pos.X += (float)scaledRect.Width * 0.5f;
|
||||
}
|
||||
Sprite doorSprite = new Sprite(doorSpriteElem, texturePath.Contains("/") ? "" : Path.GetDirectoryName(prefab.FilePath));
|
||||
spriteRecorder.Draw(doorSprite.Texture, pos,
|
||||
@@ -555,7 +615,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void ParseUpgrades(XElement prefabConfigElement, ref float scale)
|
||||
private void ParseUpgrades(XElement prefabConfigElement, ref float scale)
|
||||
{
|
||||
foreach (var upgrade in prefabConfigElement.Elements("Upgrade"))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user