GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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+16
-15
@@ -28,7 +28,7 @@ namespace Subsurface
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private static Submarine loaded;
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public static readonly Vector2 gridSize = new Vector2(16.0f, 16.0f);
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public static readonly Vector2 GridSize = new Vector2(16.0f, 16.0f);
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private static Vector2 lastPickedPosition;
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private static float lastPickedFraction;
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@@ -253,8 +253,8 @@ namespace Subsurface
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public static Vector2 VectorToWorldGrid(Vector2 position)
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{
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position.X = (float)Math.Floor(Convert.ToDouble(position.X / gridSize.X)) * gridSize.X;
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position.Y = (float)Math.Ceiling(Convert.ToDouble(position.Y / gridSize.Y)) * gridSize.Y;
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position.X = (float)Math.Floor(Convert.ToDouble(position.X / GridSize.X)) * GridSize.X;
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position.Y = (float)Math.Ceiling(Convert.ToDouble(position.Y / GridSize.Y)) * GridSize.Y;
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return position;
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}
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@@ -299,7 +299,7 @@ namespace Subsurface
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{
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float closestFraction = 1.0f;
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Body closestBody = null;
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Game1.world.RayCast((fixture, point, normal, fraction) =>
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Game1.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (fixture == null || fixture.CollisionCategories == Category.None) return -1;
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if (ignoredBodies != null && ignoredBodies.Contains(fixture.Body)) return -1;
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@@ -332,7 +332,7 @@ namespace Subsurface
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return null;
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}
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Game1.world.RayCast((fixture, point, normal, fraction) =>
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Game1.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (fixture == null || fixture.CollisionCategories != Physics.CollisionWall) return -1;
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@@ -364,7 +364,7 @@ namespace Subsurface
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Body foundBody = null;
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AABB aabb = new AABB(point, point);
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Game1.world.QueryAABB(p =>
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Game1.World.QueryAABB(p =>
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{
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foundBody = p.Body;
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@@ -408,7 +408,8 @@ namespace Subsurface
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}
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//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
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hullBody.SetTransform(Vector2.Zero , 0.0f);
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//hullBody.SetTransform(Vector2.Zero , 0.0f);
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hullBody.LinearVelocity = -hullBody.Position;
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if (collidingCell == null)
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{
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@@ -419,8 +420,8 @@ namespace Subsurface
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foreach (GraphEdge ge in collidingCell.edges)
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{
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Body body = PickBody(
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ConvertUnits.ToSimUnits(ge.point1+ Game1.GameSession.Level.position),
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ConvertUnits.ToSimUnits(ge.point2 + Game1.GameSession.Level.position), new List<Body>(){collidingCell.body});
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ConvertUnits.ToSimUnits(ge.point1+ Game1.GameSession.Level.Position),
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ConvertUnits.ToSimUnits(ge.point2 + Game1.GameSession.Level.Position), new List<Body>(){collidingCell.body});
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if (body == null || body.UserData == null) continue;
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Structure structure = body.UserData as Structure;
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@@ -461,7 +462,7 @@ namespace Subsurface
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public void SetPosition(Vector2 position)
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{
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//hullBodies[0].body.SetTransform(position, 0.0f);
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Translate(position);
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Level.Loaded.SetPosition(-position);
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//prevPosition = position;
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}
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@@ -712,9 +713,9 @@ namespace Subsurface
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convexHull.Reverse();
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//get farseer 'vertices' from vectors
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Vertices _shapevertices = new Vertices(convexHull);
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Vertices shapevertices = new Vertices(convexHull);
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AABB hullAABB = _shapevertices.GetAABB();
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AABB hullAABB = shapevertices.GetAABB();
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borders = new Rectangle(
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(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
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@@ -723,9 +724,9 @@ namespace Subsurface
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
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var triangulatedVertices = Triangulate.ConvexPartition(_shapevertices, TriangulationAlgorithm.Bayazit);
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var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
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hullBody = BodyFactory.CreateCompoundPolygon(Game1.world, triangulatedVertices, 5.0f);
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hullBody = BodyFactory.CreateCompoundPolygon(Game1.World, triangulatedVertices, 5.0f);
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hullBody.BodyType = BodyType.Dynamic;
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hullBody.CollisionCategories = Physics.CollisionMisc;
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@@ -787,7 +788,7 @@ namespace Subsurface
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Ragdoll.list.Clear();
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Game1.world.Clear();
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Game1.World.Clear();
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}
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}
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