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:
@@ -627,7 +627,7 @@ namespace Barotrauma
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var wire = item.GetComponent<Wire>();
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if (wire == null) continue;
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if (wire.Nodes.Any() && !wire.Connections.Any(c => c != null))
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if (wire.GetNodes().Count > 0 && !wire.Connections.Any(c => c != null))
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{
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wire.Item.Drop(null);
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DebugConsole.NewMessage("Dropped wire (ID: "+wire.Item.ID+") - attached on wall but no connections found", Color.Orange);
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@@ -56,8 +56,7 @@ namespace Barotrauma.Items.Components
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static Sprite wireSprite;
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public List<Vector2> Nodes;
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private List<Vector2> nodes;
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private List<WireSection> sections;
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Connection[] connections;
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@@ -83,7 +82,7 @@ namespace Barotrauma.Items.Components
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wireSprite.Depth = 0.85f;
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}
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Nodes = new List<Vector2>();
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nodes = new List<Vector2>();
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sections = new List<WireSection>();
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connections = new Connection[2];
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@@ -159,17 +158,17 @@ namespace Barotrauma.Items.Components
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if (newConnection.Item.Submarine == null) continue;
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (nodes.Count > 0 && nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (nodes.Count > 1 && nodes[nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (i == 0)
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{
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Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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}
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else
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{
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Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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}
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@@ -192,7 +191,7 @@ namespace Barotrauma.Items.Components
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CleanNodes();
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}
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Drawable = Nodes.Any();
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Drawable = nodes.Any();
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if (!loading) Item.NewComponentEvent(this, true, true);
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@@ -225,7 +224,7 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (Nodes.Count == 0) return;
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if (nodes.Count == 0) return;
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Submarine sub = null;
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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@@ -234,7 +233,6 @@ namespace Barotrauma.Items.Components
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if (item.Submarine != sub && Screen.Selected != GameMain.EditMapScreen)
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{
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ClearConnections();
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Nodes.Clear();
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return;
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}
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@@ -245,9 +243,9 @@ namespace Barotrauma.Items.Components
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{
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if (character == Character.Controlled && character.SelectedConstruction != null) return false;
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if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
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if (newNodePos!= Vector2.Zero && nodes.Count>0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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Nodes.Add(newNodePos);
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nodes.Add(newNodePos);
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UpdateSections();
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Drawable = true;
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@@ -259,9 +257,9 @@ namespace Barotrauma.Items.Components
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public override void SecondaryUse(float deltaTime, Character character = null)
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{
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if (Nodes.Count > 1)
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if (nodes.Count > 1)
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{
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Nodes.RemoveAt(Nodes.Count - 1);
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nodes.RemoveAt(nodes.Count - 1);
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UpdateSections();
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item.NewComponentEvent(this, true, true);
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@@ -282,11 +280,22 @@ namespace Barotrauma.Items.Components
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if (item.IsSelected) MoveNodes(amount);
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}
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public List<Vector2> GetNodes()
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{
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return new List<Vector2>(nodes);
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}
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public void SetNodes(List<Vector2> nodes)
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{
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this.nodes = new List<Vector2>(nodes);
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UpdateSections();
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}
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public void MoveNodes(Vector2 amount)
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{
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for (int i = 0; i < Nodes.Count; i++)
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for (int i = 0; i < nodes.Count; i++)
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{
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Nodes[i] += amount;
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nodes[i] += amount;
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}
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UpdateSections();
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}
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@@ -295,16 +304,16 @@ namespace Barotrauma.Items.Components
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{
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sections.Clear();
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for (int i = 0; i < Nodes.Count-1; i++)
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for (int i = 0; i < nodes.Count-1; i++)
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{
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sections.Add(new WireSection(Nodes[i], Nodes[i + 1]));
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sections.Add(new WireSection(nodes[i], nodes[i + 1]));
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}
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Drawable = sections.Count > 0;
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}
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private void ClearConnections()
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{
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Nodes.Clear();
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nodes.Clear();
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sections.Clear();
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for (int i = 0; i < 2; i++)
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@@ -348,14 +357,14 @@ namespace Barotrauma.Items.Components
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private void CleanNodes()
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{
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for (int i = Nodes.Count - 2; i > 0; i--)
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for (int i = nodes.Count - 2; i > 0; i--)
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{
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if ((Nodes[i - 1].X == Nodes[i].X || Nodes[i - 1].Y == Nodes[i].Y) &&
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(Nodes[i + 1].X == Nodes[i].X || Nodes[i + 1].Y == Nodes[i].Y))
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if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) &&
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(nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y))
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{
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if (Vector2.Distance(Nodes[i - 1], Nodes[i]) == Vector2.Distance(Nodes[i + 1], Nodes[i]))
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if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i]))
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{
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Nodes.RemoveAt(i);
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nodes.RemoveAt(i);
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}
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}
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}
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@@ -364,12 +373,12 @@ namespace Barotrauma.Items.Components
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do
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{
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removed = false;
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for (int i = Nodes.Count - 2; i > 0; i--)
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for (int i = nodes.Count - 2; i > 0; i--)
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{
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if ((Nodes[i - 1].X == Nodes[i].X && Nodes[i + 1].X == Nodes[i].X)
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|| (Nodes[i - 1].Y == Nodes[i].Y && Nodes[i + 1].Y == Nodes[i].Y))
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if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X)
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|| (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y))
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{
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Nodes.RemoveAt(i);
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nodes.RemoveAt(i);
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removed = true;
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}
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}
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@@ -414,11 +423,11 @@ namespace Barotrauma.Items.Components
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section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
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}
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if (IsActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
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if (IsActive && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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WireSection.Draw(
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spriteBatch,
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new Vector2(Nodes[Nodes.Count - 1].X, Nodes[Nodes.Count - 1].Y) + drawOffset,
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new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
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new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
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item.Color * 0.5f,
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depth,
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@@ -428,9 +437,9 @@ namespace Barotrauma.Items.Components
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if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) return;
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for (int i = 0; i < Nodes.Count; i++)
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for (int i = 0; i < nodes.Count; i++)
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{
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Vector2 worldPos = Nodes[i];
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Vector2 worldPos = nodes[i];
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if (item.Submarine != null) worldPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
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worldPos.Y = -worldPos.Y;
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@@ -458,7 +467,7 @@ namespace Barotrauma.Items.Components
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}
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else if (PlayerInput.RightButtonClicked())
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{
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Nodes.RemoveAt(i);
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nodes.RemoveAt(i);
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break;
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}
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}
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@@ -483,7 +492,7 @@ namespace Barotrauma.Items.Components
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//if (item.Submarine != null) nodeWorldPos += item.Submarine.Position;
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Nodes[(int)selectedNodeIndex] = nodeWorldPos;
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nodes[(int)selectedNodeIndex] = nodeWorldPos;
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UpdateSections();
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MapEntity.SelectEntity(item);
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@@ -498,23 +507,24 @@ namespace Barotrauma.Items.Components
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public override void FlipX()
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{
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for (int i = 0; i < Nodes.Count; i++)
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for (int i = 0; i < nodes.Count; i++)
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{
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Nodes[i] = new Vector2(-Nodes[i].X, Nodes[i].Y);
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}
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nodes[i] = new Vector2(-nodes[i].X, nodes[i].Y);
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}
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UpdateSections();
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}
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public override XElement Save(XElement parentElement)
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{
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XElement componentElement = base.Save(parentElement);
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if (Nodes == null || Nodes.Count == 0) return componentElement;
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if (nodes == null || nodes.Count == 0) return componentElement;
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string[] nodeCoords = new string[Nodes.Count * 2];
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for (int i = 0; i < Nodes.Count; i++)
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string[] nodeCoords = new string[nodes.Count * 2];
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for (int i = 0; i < nodes.Count; i++)
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{
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nodeCoords[i * 2] = Nodes[i].X.ToString(CultureInfo.InvariantCulture);
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nodeCoords[i * 2 + 1] = Nodes[i].Y.ToString(CultureInfo.InvariantCulture);
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nodeCoords[i * 2] = nodes[i].X.ToString(CultureInfo.InvariantCulture);
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nodeCoords[i * 2 + 1] = nodes[i].Y.ToString(CultureInfo.InvariantCulture);
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}
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componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
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@@ -546,10 +556,10 @@ namespace Barotrauma.Items.Components
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}
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catch { y = 0.0f; }
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Nodes.Add(new Vector2(x, y));
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nodes.Add(new Vector2(x, y));
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}
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Drawable = Nodes.Any();
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Drawable = nodes.Any();
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}
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@@ -562,11 +572,11 @@ namespace Barotrauma.Items.Components
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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{
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message.Write((byte)Math.Min(Nodes.Count, 10));
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for (int i = 0; i < Math.Min(Nodes.Count,10); i++)
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message.Write((byte)Math.Min(nodes.Count, 10));
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for (int i = 0; i < Math.Min(nodes.Count,10); i++)
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{
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message.Write(Nodes[i].X);
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message.Write(Nodes[i].Y);
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message.Write(nodes[i].X);
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message.Write(nodes[i].Y);
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}
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return true;
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@@ -574,7 +584,7 @@ namespace Barotrauma.Items.Components
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public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
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{
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Nodes.Clear();
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nodes.Clear();
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List<Vector2> newNodes = new List<Vector2>();
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int nodeCount = message.ReadByte();
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@@ -585,9 +595,8 @@ namespace Barotrauma.Items.Components
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newNodes.Add(newNode);
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}
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Nodes = newNodes;
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Drawable = Nodes.Any();
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SetNodes(newNodes);
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Drawable = nodes.Any();
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}
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}
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}
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@@ -251,8 +251,7 @@ namespace Barotrauma
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var originalWire = ((Item)entitiesToClone[i]).GetComponent<Wire>();
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cloneWire.Nodes = new List<Vector2>(originalWire.Nodes);
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cloneWire.UpdateSections();
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cloneWire.SetNodes(originalWire.GetNodes());
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for (int n = 0; n < 2; n++)
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{
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@@ -1080,7 +1080,10 @@ namespace Barotrauma
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if (item.Submarine != this) continue;
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var wire = item.GetComponent<Items.Components.Wire>();
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if (wire != null) wire.MoveNodes(-center);
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if (wire != null)
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{
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wire.MoveNodes(-center);
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}
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}
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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