Release 1.9.7.0 - Summer Update 2025
This commit is contained in:
@@ -47,9 +47,8 @@ namespace Barotrauma
|
||||
|
||||
public readonly List<MapEntity> linkedTo = new List<MapEntity>();
|
||||
|
||||
protected bool flippedX, flippedY;
|
||||
public bool FlippedX { get { return flippedX; } }
|
||||
public bool FlippedY { get { return flippedY; } }
|
||||
public bool FlippedX { get; protected set; }
|
||||
public bool FlippedY { get; protected set; }
|
||||
|
||||
public bool ShouldBeSaved = true;
|
||||
|
||||
@@ -91,6 +90,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public virtual float RotationRad { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Rotation taking into account flipping: if the entity is flipped on either axis, the rotation is negated
|
||||
/// (but not if it's flipped on both axes, two flips is essentially double negation).
|
||||
/// </summary>
|
||||
public float RotationRadWithFlipping => FlippedX ^ FlippedY ? -RotationRad : RotationRad;
|
||||
|
||||
public float RotationWithFlipping => MathHelper.ToDegrees(RotationRadWithFlipping);
|
||||
|
||||
public virtual Rectangle Rect
|
||||
{
|
||||
get { return rect; }
|
||||
@@ -697,9 +706,10 @@ namespace Barotrauma
|
||||
/// Flip the entity horizontally
|
||||
/// </summary>
|
||||
/// <param name="relativeToSub">Should the entity be flipped across the y-axis of the sub it's inside</param>
|
||||
public virtual void FlipX(bool relativeToSub)
|
||||
/// <param name="force">Forces the item to be flipped even if it's configured not to be flippable.</param>
|
||||
public virtual void FlipX(bool relativeToSub, bool force = false)
|
||||
{
|
||||
flippedX = !flippedX;
|
||||
FlippedX = !FlippedX;
|
||||
if (!relativeToSub || Submarine == null) { return; }
|
||||
|
||||
Vector2 relative = WorldPosition - Submarine.WorldPosition;
|
||||
@@ -711,9 +721,10 @@ namespace Barotrauma
|
||||
/// Flip the entity vertically
|
||||
/// </summary>
|
||||
/// <param name="relativeToSub">Should the entity be flipped across the x-axis of the sub it's inside</param>
|
||||
public virtual void FlipY(bool relativeToSub)
|
||||
/// <param name="force">Forces the item to be flipped even if it's configured not to be flippable.</param>
|
||||
public virtual void FlipY(bool relativeToSub, bool force = false)
|
||||
{
|
||||
flippedY = !flippedY;
|
||||
FlippedY = !FlippedY;
|
||||
if (!relativeToSub || Submarine == null) { return; }
|
||||
|
||||
Vector2 relative = WorldPosition - Submarine.WorldPosition;
|
||||
|
||||
Reference in New Issue
Block a user