Wire rendering optimization (angles & distances between nodes are only calculated when adding/removing nodes)
This commit is contained in:
@@ -10,6 +10,47 @@ namespace Barotrauma.Items.Components
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{
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class Wire : ItemComponent, IDrawableComponent
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{
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class WireSection
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{
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private Vector2 start;
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private float angle;
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private float length;
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public WireSection(Vector2 start, Vector2 end)
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{
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this.start = start;
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angle = MathUtils.VectorToAngle(end - start);
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length = Vector2.Distance(start, end);
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}
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public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
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{
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spriteBatch.Draw(wireSprite.Texture,
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new Vector2(start.X+offset.X, -(start.Y+offset.Y)), null, color,
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-angle,
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2(length / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
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{
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start.Y = -start.Y;
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end.Y = -end.Y;
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spriteBatch.Draw(wireSprite.Texture,
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start, null, color,
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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}
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const float nodeDistance = 32.0f;
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const float heightFromFloor = 128.0f;
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@@ -17,6 +58,9 @@ namespace Barotrauma.Items.Components
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public List<Vector2> Nodes;
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private bool sectionsDirty;
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private List<WireSection> sections;
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Connection[] connections;
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private Vector2 newNodePos;
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@@ -39,22 +83,15 @@ namespace Barotrauma.Items.Components
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wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
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wireSprite.Depth = 0.85f;
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}
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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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IsActive = false;
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}
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public override void Move(Vector2 amount)
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{
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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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//}
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}
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public Connection OtherConnection(Connection connection)
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{
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if (connection == null) return null;
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@@ -125,25 +162,23 @@ namespace Barotrauma.Items.Components
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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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}
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break;
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}
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if (connections[0] != null && connections[1] != null)
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{
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//List<Vector2> prevNodes = new List<Vector2>(Nodes);
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foreach (ItemComponent ic in item.components)
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{
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if (ic == this) continue;
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@@ -155,7 +190,6 @@ namespace Barotrauma.Items.Components
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IsActive = false;
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//Nodes = prevNodes;
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CleanNodes();
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}
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@@ -163,6 +197,8 @@ namespace Barotrauma.Items.Components
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if (!loading) Item.NewComponentEvent(this, true, true);
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UpdateSections();
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return true;
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}
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@@ -192,23 +228,6 @@ namespace Barotrauma.Items.Components
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{
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if (Nodes.Count == 0) return;
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//item.FindHull();
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//Vector2 position = item.Position;
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//position.X = MathUtils.Round(item.Position.X, nodeDistance);
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//if (item.CurrentHull == null)
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//{
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// position.Y = MathUtils.Round(item.Position.Y, nodeDistance);
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//}
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//else
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//{
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// position.Y -= item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
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// position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
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// position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
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//}
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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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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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@@ -221,20 +240,6 @@ namespace Barotrauma.Items.Components
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}
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newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
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//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
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//{
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// nodes.Add(position);
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// item.NewComponentEvent(this, true);
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//}
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//else if (Math.Abs(position.Y - nodes[nodes.Count - 1].Y) > nodeDistance)
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//{
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// nodes.Add(new Vector2(nodes[nodes.Count - 1].X,
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// position.Y));
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// item.NewComponentEvent(this, true);
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//}
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}
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public override bool Use(float deltaTime, Character character = null)
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@@ -244,6 +249,8 @@ namespace Barotrauma.Items.Components
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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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UpdateSections();
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Drawable = true;
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newNodePos = Vector2.Zero;
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@@ -256,6 +263,7 @@ namespace Barotrauma.Items.Components
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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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UpdateSections();
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item.NewComponentEvent(this, true, true);
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}
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@@ -270,9 +278,20 @@ namespace Barotrauma.Items.Components
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return true;
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}
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private void UpdateSections()
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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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{
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sections.Add(new WireSection(Nodes[i], Nodes[i + 1]));
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}
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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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sections.Clear();
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for (int i = 0; i < 2; i++)
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{
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@@ -292,8 +311,6 @@ namespace Barotrauma.Items.Components
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{
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if (Screen.Selected == GameMain.EditMapScreen)
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{
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//position = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
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position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
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position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
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}
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@@ -349,35 +366,42 @@ namespace Barotrauma.Items.Components
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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//for (int i = 0; i < nodes.Count; i++)
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//{
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// GUI.DrawRectangle(spriteBatch, new Rectangle((int)nodes[i].X, (int)-nodes[i].Y, 5, 5), Color.DarkGray, true, wireSprite.Depth - 0.01f);
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//}
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if (!Nodes.Any())
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{
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Drawable = false;
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return;
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}
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Vector2 drawOffset = Vector2.Zero;
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if (item.Submarine != null)
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{
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drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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}
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float depth = wireSprite.Depth + ((item.ID % 100) * 0.00001f);
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if (item.IsHighlighted)
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{
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for (int i = 1; i < Nodes.Count; i++)
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foreach (WireSection section in sections)
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{
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DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], Color.Gold, 0.5f);
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section.Draw(spriteBatch, Color.Gold, drawOffset, depth, 0.5f);
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}
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}
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for (int i = 1; i < Nodes.Count; i++)
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foreach (WireSection section in sections)
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{
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DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], item.Color);
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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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{
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DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, item.Color * 0.5f);
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//nodes.Add(newNodePos);
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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(newNodePos.X, newNodePos.Y) + drawOffset,
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item.Color * 0.5f,
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depth,
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0.3f);
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}
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if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
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@@ -399,7 +423,6 @@ namespace Barotrauma.Items.Components
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continue;
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}
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GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
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if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
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@@ -451,26 +474,6 @@ namespace Barotrauma.Items.Components
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}
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}
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private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float width = 0.3f)
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{
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if (item.Submarine != null)
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{
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start += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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end += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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}
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start.Y = -start.Y;
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end.Y = -end.Y;
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spriteBatch.Draw(wireSprite.Texture,
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start, null, color,
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
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SpriteEffects.None,
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wireSprite.Depth + ((item.ID % 100) * 0.00001f));
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}
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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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