Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*/
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using System;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics
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{
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[Flags]
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public enum DebugViewFlags
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{
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/// <summary>
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/// Draw shapes.
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/// </summary>
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Shape = (1 << 0),
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/// <summary>
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/// Draw joint connections.
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/// </summary>
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Joint = (1 << 1),
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/// <summary>
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/// Draw axis aligned bounding boxes.
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/// </summary>
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AABB = (1 << 2),
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/// <summary>
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/// Draw broad-phase pairs.
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/// </summary>
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//Pair = (1 << 3),
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/// <summary>
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/// Draw center of mass frame.
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/// </summary>
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CenterOfMass = (1 << 4),
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/// <summary>
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/// Draw useful debug data such as timings and number of bodies, joints, contacts and more.
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/// </summary>
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DebugPanel = (1 << 5),
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/// <summary>
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/// Draw contact points between colliding bodies.
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/// </summary>
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ContactPoints = (1 << 6),
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/// <summary>
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/// Draw contact normals. Need ContactPoints to be enabled first.
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/// </summary>
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ContactNormals = (1 << 7),
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/// <summary>
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/// Draws the vertices of polygons.
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/// </summary>
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PolygonPoints = (1 << 8),
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/// <summary>
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/// Draws the performance graph.
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/// </summary>
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PerformanceGraph = (1 << 9),
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/// <summary>
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/// Draws controllers.
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/// </summary>
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Controllers = (1 << 10)
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}
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/// Implement and register this class with a World to provide debug drawing of physics
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/// entities in your game.
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public abstract class DebugViewBase
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{
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protected DebugViewBase(World world)
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{
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World = world;
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}
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protected World World { get; private set; }
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/// <summary>
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/// Gets or sets the debug view flags.
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/// </summary>
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/// <value>The flags.</value>
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public DebugViewFlags Flags { get; set; }
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/// <summary>
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/// Append flags to the current flags.
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/// </summary>
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/// <param name="flags">The flags.</param>
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public void AppendFlags(DebugViewFlags flags)
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{
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Flags |= flags;
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}
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/// <summary>
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/// Remove flags from the current flags.
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/// </summary>
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/// <param name="flags">The flags.</param>
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public void RemoveFlags(DebugViewFlags flags)
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{
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Flags &= ~flags;
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}
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/// <summary>
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/// Draw a closed polygon provided in CCW order.
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/// </summary>
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/// <param name="vertices">The vertices.</param>
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/// <param name="count">The vertex count.</param>
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/// <param name="red">The red value.</param>
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/// <param name="blue">The blue value.</param>
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/// <param name="green">The green value.</param>
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public abstract void DrawPolygon(Vector2[] vertices, int count, float red, float blue, float green, bool closed = true);
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/// <summary>
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/// Draw a solid closed polygon provided in CCW order.
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/// </summary>
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/// <param name="vertices">The vertices.</param>
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/// <param name="count">The vertex count.</param>
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/// <param name="red">The red value.</param>
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/// <param name="blue">The blue value.</param>
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/// <param name="green">The green value.</param>
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public abstract void DrawSolidPolygon(Vector2[] vertices, int count, float red, float blue, float green);
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/// <summary>
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/// Draw a circle.
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/// </summary>
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/// <param name="center">The center.</param>
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/// <param name="radius">The radius.</param>
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/// <param name="red">The red value.</param>
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/// <param name="blue">The blue value.</param>
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/// <param name="green">The green value.</param>
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public abstract void DrawCircle(Vector2 center, float radius, float red, float blue, float green);
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/// <summary>
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/// Draw a solid circle.
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/// </summary>
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/// <param name="center">The center.</param>
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/// <param name="radius">The radius.</param>
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/// <param name="axis">The axis.</param>
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/// <param name="red">The red value.</param>
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/// <param name="blue">The blue value.</param>
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/// <param name="green">The green value.</param>
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public abstract void DrawSolidCircle(Vector2 center, float radius, Vector2 axis, float red, float blue,
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float green);
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/// <summary>
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/// Draw a line segment.
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/// </summary>
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/// <param name="start">The start.</param>
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/// <param name="end">The end.</param>
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/// <param name="red">The red value.</param>
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/// <param name="blue">The blue value.</param>
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/// <param name="green">The green value.</param>
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public abstract void DrawSegment(Vector2 start, Vector2 end, float red, float blue, float green);
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/// <summary>
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/// Draw a transform. Choose your own length scale.
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/// </summary>
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/// <param name="transform">The transform.</param>
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public abstract void DrawTransform(ref Transform transform);
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}
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}
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