Wire sections are updated after flipping, made the wire node list private and added public methods which ensure that sections are updated when modifying nodes

This commit is contained in:
Regalis
2016-11-16 18:32:18 +02:00
parent 3bd635e3d4
commit d37bad2d44
4 changed files with 67 additions and 56 deletions

View File

@@ -627,7 +627,7 @@ namespace Barotrauma
var wire = item.GetComponent<Wire>();
if (wire == null) continue;
if (wire.Nodes.Any() && !wire.Connections.Any(c => c != null))
if (wire.GetNodes().Count > 0 && !wire.Connections.Any(c => c != null))
{
wire.Item.Drop(null);
DebugConsole.NewMessage("Dropped wire (ID: "+wire.Item.ID+") - attached on wall but no connections found", Color.Orange);

View File

@@ -56,8 +56,7 @@ namespace Barotrauma.Items.Components
static Sprite wireSprite;
public List<Vector2> Nodes;
private List<Vector2> nodes;
private List<WireSection> sections;
Connection[] connections;
@@ -83,7 +82,7 @@ namespace Barotrauma.Items.Components
wireSprite.Depth = 0.85f;
}
Nodes = new List<Vector2>();
nodes = new List<Vector2>();
sections = new List<WireSection>();
connections = new Connection[2];
@@ -159,17 +158,17 @@ namespace Barotrauma.Items.Components
if (newConnection.Item.Submarine == null) continue;
if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (nodes.Count > 0 && nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (nodes.Count > 1 && nodes[nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (i == 0)
{
Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
else
{
Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
@@ -192,7 +191,7 @@ namespace Barotrauma.Items.Components
CleanNodes();
}
Drawable = Nodes.Any();
Drawable = nodes.Any();
if (!loading) Item.NewComponentEvent(this, true, true);
@@ -225,7 +224,7 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (Nodes.Count == 0) return;
if (nodes.Count == 0) return;
Submarine sub = null;
if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
@@ -234,7 +233,6 @@ namespace Barotrauma.Items.Components
if (item.Submarine != sub && Screen.Selected != GameMain.EditMapScreen)
{
ClearConnections();
Nodes.Clear();
return;
}
@@ -245,9 +243,9 @@ namespace Barotrauma.Items.Components
{
if (character == Character.Controlled && character.SelectedConstruction != null) return false;
if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
if (newNodePos!= Vector2.Zero && nodes.Count>0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
{
Nodes.Add(newNodePos);
nodes.Add(newNodePos);
UpdateSections();
Drawable = true;
@@ -259,9 +257,9 @@ namespace Barotrauma.Items.Components
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (Nodes.Count > 1)
if (nodes.Count > 1)
{
Nodes.RemoveAt(Nodes.Count - 1);
nodes.RemoveAt(nodes.Count - 1);
UpdateSections();
item.NewComponentEvent(this, true, true);
@@ -282,11 +280,22 @@ namespace Barotrauma.Items.Components
if (item.IsSelected) MoveNodes(amount);
}
public List<Vector2> GetNodes()
{
return new List<Vector2>(nodes);
}
public void SetNodes(List<Vector2> nodes)
{
this.nodes = new List<Vector2>(nodes);
UpdateSections();
}
public void MoveNodes(Vector2 amount)
{
for (int i = 0; i < Nodes.Count; i++)
for (int i = 0; i < nodes.Count; i++)
{
Nodes[i] += amount;
nodes[i] += amount;
}
UpdateSections();
}
@@ -295,16 +304,16 @@ namespace Barotrauma.Items.Components
{
sections.Clear();
for (int i = 0; i < Nodes.Count-1; i++)
for (int i = 0; i < nodes.Count-1; i++)
{
sections.Add(new WireSection(Nodes[i], Nodes[i + 1]));
sections.Add(new WireSection(nodes[i], nodes[i + 1]));
}
Drawable = sections.Count > 0;
}
private void ClearConnections()
{
Nodes.Clear();
nodes.Clear();
sections.Clear();
for (int i = 0; i < 2; i++)
@@ -348,14 +357,14 @@ namespace Barotrauma.Items.Components
private void CleanNodes()
{
for (int i = Nodes.Count - 2; i > 0; i--)
for (int i = nodes.Count - 2; i > 0; i--)
{
if ((Nodes[i - 1].X == Nodes[i].X || Nodes[i - 1].Y == Nodes[i].Y) &&
(Nodes[i + 1].X == Nodes[i].X || Nodes[i + 1].Y == Nodes[i].Y))
if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) &&
(nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y))
{
if (Vector2.Distance(Nodes[i - 1], Nodes[i]) == Vector2.Distance(Nodes[i + 1], Nodes[i]))
if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i]))
{
Nodes.RemoveAt(i);
nodes.RemoveAt(i);
}
}
}
@@ -364,12 +373,12 @@ namespace Barotrauma.Items.Components
do
{
removed = false;
for (int i = Nodes.Count - 2; i > 0; i--)
for (int i = nodes.Count - 2; i > 0; i--)
{
if ((Nodes[i - 1].X == Nodes[i].X && Nodes[i + 1].X == Nodes[i].X)
|| (Nodes[i - 1].Y == Nodes[i].Y && Nodes[i + 1].Y == Nodes[i].Y))
if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X)
|| (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y))
{
Nodes.RemoveAt(i);
nodes.RemoveAt(i);
removed = true;
}
}
@@ -414,11 +423,11 @@ namespace Barotrauma.Items.Components
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
}
if (IsActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
if (IsActive && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
{
WireSection.Draw(
spriteBatch,
new Vector2(Nodes[Nodes.Count - 1].X, Nodes[Nodes.Count - 1].Y) + drawOffset,
new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
item.Color * 0.5f,
depth,
@@ -428,9 +437,9 @@ namespace Barotrauma.Items.Components
if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) return;
for (int i = 0; i < Nodes.Count; i++)
for (int i = 0; i < nodes.Count; i++)
{
Vector2 worldPos = Nodes[i];
Vector2 worldPos = nodes[i];
if (item.Submarine != null) worldPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
worldPos.Y = -worldPos.Y;
@@ -458,7 +467,7 @@ namespace Barotrauma.Items.Components
}
else if (PlayerInput.RightButtonClicked())
{
Nodes.RemoveAt(i);
nodes.RemoveAt(i);
break;
}
}
@@ -483,7 +492,7 @@ namespace Barotrauma.Items.Components
//if (item.Submarine != null) nodeWorldPos += item.Submarine.Position;
Nodes[(int)selectedNodeIndex] = nodeWorldPos;
nodes[(int)selectedNodeIndex] = nodeWorldPos;
UpdateSections();
MapEntity.SelectEntity(item);
@@ -498,23 +507,24 @@ namespace Barotrauma.Items.Components
public override void FlipX()
{
for (int i = 0; i < Nodes.Count; i++)
for (int i = 0; i < nodes.Count; i++)
{
Nodes[i] = new Vector2(-Nodes[i].X, Nodes[i].Y);
}
nodes[i] = new Vector2(-nodes[i].X, nodes[i].Y);
}
UpdateSections();
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
if (Nodes == null || Nodes.Count == 0) return componentElement;
if (nodes == null || nodes.Count == 0) return componentElement;
string[] nodeCoords = new string[Nodes.Count * 2];
for (int i = 0; i < Nodes.Count; i++)
string[] nodeCoords = new string[nodes.Count * 2];
for (int i = 0; i < nodes.Count; i++)
{
nodeCoords[i * 2] = Nodes[i].X.ToString(CultureInfo.InvariantCulture);
nodeCoords[i * 2 + 1] = Nodes[i].Y.ToString(CultureInfo.InvariantCulture);
nodeCoords[i * 2] = nodes[i].X.ToString(CultureInfo.InvariantCulture);
nodeCoords[i * 2 + 1] = nodes[i].Y.ToString(CultureInfo.InvariantCulture);
}
componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
@@ -546,10 +556,10 @@ namespace Barotrauma.Items.Components
}
catch { y = 0.0f; }
Nodes.Add(new Vector2(x, y));
nodes.Add(new Vector2(x, y));
}
Drawable = Nodes.Any();
Drawable = nodes.Any();
}
@@ -562,11 +572,11 @@ namespace Barotrauma.Items.Components
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
{
message.Write((byte)Math.Min(Nodes.Count, 10));
for (int i = 0; i < Math.Min(Nodes.Count,10); i++)
message.Write((byte)Math.Min(nodes.Count, 10));
for (int i = 0; i < Math.Min(nodes.Count,10); i++)
{
message.Write(Nodes[i].X);
message.Write(Nodes[i].Y);
message.Write(nodes[i].X);
message.Write(nodes[i].Y);
}
return true;
@@ -574,7 +584,7 @@ namespace Barotrauma.Items.Components
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
{
Nodes.Clear();
nodes.Clear();
List<Vector2> newNodes = new List<Vector2>();
int nodeCount = message.ReadByte();
@@ -585,9 +595,8 @@ namespace Barotrauma.Items.Components
newNodes.Add(newNode);
}
Nodes = newNodes;
Drawable = Nodes.Any();
SetNodes(newNodes);
Drawable = nodes.Any();
}
}
}

View File

@@ -251,8 +251,7 @@ namespace Barotrauma
var originalWire = ((Item)entitiesToClone[i]).GetComponent<Wire>();
cloneWire.Nodes = new List<Vector2>(originalWire.Nodes);
cloneWire.UpdateSections();
cloneWire.SetNodes(originalWire.GetNodes());
for (int n = 0; n < 2; n++)
{

View File

@@ -1080,7 +1080,10 @@ namespace Barotrauma
if (item.Submarine != this) continue;
var wire = item.GetComponent<Items.Components.Wire>();
if (wire != null) wire.MoveNodes(-center);
if (wire != null)
{
wire.MoveNodes(-center);
}
}
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)