(6eeea9b7c) v0.9.10.0.0
This commit is contained in:
@@ -60,10 +60,10 @@ namespace Barotrauma
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var particle = GameMain.ParticleManager.CreateParticle("flame",
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particlePos, particleVel, 0.0f, hull);
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if (particle == null) continue;
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if (particle == null) { continue; }
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//make some of the particles create another firesource when they enter another hull
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if (Rand.Int(20) == 1) particle.OnChangeHull = onChangeHull;
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if (Rand.Int(20) == 1) { particle.OnChangeHull = onChangeHull; }
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particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.Volume, 0.4f), 0.5f, 1.0f);
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@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -24,7 +25,7 @@ namespace Barotrauma
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public override void Draw(SpriteBatch sb, bool editing, bool back = true)
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{
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if (!GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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{
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Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height / 2.0f));
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GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y) / 10.0f, GUI.Style.Red);
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@@ -121,24 +122,36 @@ namespace Barotrauma
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partial void EmitParticles(float deltaTime)
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{
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if (flowTargetHull == null) return;
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if (flowTargetHull == null) { return; }
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if (linkedTo.Count == 2 && linkedTo[0] is Hull hull1 && linkedTo[1] is Hull hull2)
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{
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//no flow particles between linked hulls (= rooms consisting of multiple hulls)
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if (hull1.linkedTo.Contains(hull2)) { return; }
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if (hull1.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { return; }
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if (hull2.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { return; }
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}
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Vector2 pos = Position;
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if (IsHorizontal)
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{
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pos.X += Math.Sign(flowForce.X);
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pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y) + 10;
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pos.Y = MathHelper.Clamp(Rand.Range(higherSurface, lowerSurface), rect.Y - rect.Height, rect.Y);
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}
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else
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{
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pos.Y += Math.Sign(flowForce.Y) * rect.Height / 2.0f;
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}
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//spawn less particles when there's already a large number of them
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float particleAmountMultiplier = 1.0f - GameMain.ParticleManager.ParticleCount / (float)GameMain.ParticleManager.MaxParticles;
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particleAmountMultiplier *= particleAmountMultiplier;
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//light dripping
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if (open < 0.2f && LerpedFlowForce.LengthSquared() > 100.0f)
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{
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particleTimer += deltaTime;
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float particlesPerSec = open * 100.0f;
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float particlesPerSec = open * 100.0f * particleAmountMultiplier;
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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@@ -174,12 +187,13 @@ namespace Barotrauma
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particleTimer += deltaTime;
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if (IsHorizontal)
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{
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float particlesPerSec = open * rect.Height * 0.1f;
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float particlesPerSec = open * rect.Height * 0.1f * particleAmountMultiplier;
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if (openedTimer > 0.0f) { particlesPerSec *= 1.0f + openedTimer * 10.0f; }
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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Vector2 velocity = new Vector2(
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
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if (flowTargetHull.WaterVolume < flowTargetHull.Volume * 0.95f)
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@@ -191,11 +205,11 @@ namespace Barotrauma
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if (particle != null)
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{
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particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f);
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particle.Size *= Math.Min(Math.Abs(flowForce.X / 500.0f), 5.0f);
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}
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}
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if (Math.Abs(flowForce.X) > 300.0f)
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if (Math.Abs(flowForce.X) > 300.0f && flowTargetHull.WaterVolume > flowTargetHull.Volume * 0.1f)
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{
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pos.X += Math.Sign(flowForce.X) * 10.0f;
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if (rect.Height < 32)
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@@ -211,7 +225,7 @@ namespace Barotrauma
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 10.0f, 0, flowTargetHull);
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velocity, 0, flowTargetHull);
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}
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particleTimer -= emitInterval;
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}
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@@ -220,7 +234,7 @@ namespace Barotrauma
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{
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if (Math.Sign(flowTargetHull.Rect.Y - rect.Y) != Math.Sign(lerpedFlowForce.Y)) return;
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float particlesPerSec = open * rect.Width * 0.3f;
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float particlesPerSec = open * rect.Width * 0.3f * particleAmountMultiplier;
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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@@ -237,7 +251,7 @@ namespace Barotrauma
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velocity, 0, FlowTargetHull);
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if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
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}
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if (Math.Abs(flowForce.Y) > 190.0f && Rand.Range(0.0f, 1.0f) < 0.3f)
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if (Math.Abs(flowForce.Y) > 190.0f && Rand.Range(0.0f, 1.0f) < 0.3f && flowTargetHull.WaterVolume > flowTargetHull.Volume * 0.1f)
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{
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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@@ -14,7 +14,7 @@ namespace Barotrauma
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{
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public const int MaxDecalsPerHull = 10;
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private List<Decal> decals = new List<Decal>();
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private readonly List<Decal> decals = new List<Decal>();
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private float serverUpdateDelay;
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private float remoteWaterVolume, remoteOxygenPercentage;
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@@ -23,6 +23,8 @@ namespace Barotrauma
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private bool networkUpdatePending;
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private float networkUpdateTimer;
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private double lastAmbientLightEditTime;
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public override bool SelectableInEditor
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{
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get
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@@ -232,33 +234,36 @@ namespace Barotrauma
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return;
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}
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/*if (!Visible)
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if (!ShowHulls && !GameMain.DebugDraw) { return; }
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if (!editing && (!GameMain.DebugDraw || Screen.Selected.Cam.Zoom < 0.1f)) { return; }
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float alpha = 1.0f;
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float hideTimeAfterEdit = 3.0f;
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if (lastAmbientLightEditTime > Timing.TotalTime - hideTimeAfterEdit * 2.0f)
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{
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drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Black, true,
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0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}*/
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if (!ShowHulls && !GameMain.DebugDraw) return;
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if (!editing && (!GameMain.DebugDraw || Screen.Selected.Cam.Zoom < 0.1f)) return;
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alpha = Math.Min((float)(Timing.TotalTime - lastAmbientLightEditTime) / hideTimeAfterEdit - 1.0f, 1.0f);
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}
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Rectangle drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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if ((IsSelected || IsHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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(IsHighlighted ? Color.LightBlue * 0.8f : GUI.Style.Red * 0.5f) * alpha, false, 0, (int)Math.Max(5.0f / Screen.Selected.Cam.Zoom, 1.0f));
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}
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f));
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Color.Blue * alpha, false, (ID % 255) * 0.000001f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
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GUI.Style.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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GUI.Style.Red * ((100.0f - OxygenPercentage) / 400.0f) * alpha, true, 0, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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if (GameMain.DebugDraw)
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{
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@@ -277,10 +282,12 @@ namespace Barotrauma
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foreach (FireSource fs in FireSources)
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{
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Rectangle fireSourceRect = new Rectangle((int)fs.WorldPosition.X, -(int)fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y);
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GUI.DrawRectangle(spriteBatch, fireSourceRect, GUI.Style.Orange, false, 0, 5);
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GUI.DrawRectangle(spriteBatch, fireSourceRect, GUI.Style.Red, false, 0, 5);
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GUI.DrawRectangle(spriteBatch, new Rectangle(fireSourceRect.X - (int)fs.DamageRange, fireSourceRect.Y, fireSourceRect.Width + (int)fs.DamageRange * 2, fireSourceRect.Height), GUI.Style.Orange, false, 0, 5);
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//GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.LastExtinguishPos.X, (int)-fs.LastExtinguishPos.Y, 5,5), Color.Yellow, true);
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}
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/*GUI.DrawLine(spriteBatch, new Vector2(drawRect.X, -WorldSurface), new Vector2(drawRect.Right, -WorldSurface), Color.Cyan * 0.5f);
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for (int i = 0; i < waveY.Length - 1; i++)
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{
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@@ -290,24 +297,15 @@ namespace Barotrauma
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}*/
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}
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if ((IsSelected || IsHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X + 5, -drawRect.Y + 5),
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new Vector2(rect.Width - 10, rect.Height - 10),
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IsHighlighted ? Color.LightBlue * 0.5f : GUI.Style.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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if (e is Hull linkedHull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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@@ -315,7 +313,7 @@ namespace Barotrauma
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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@@ -326,22 +324,22 @@ namespace Barotrauma
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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public static void UpdateVertices(Camera cam, WaterRenderer renderer)
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{
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foreach (EntityGrid entityGrid in EntityGrids)
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{
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if (entityGrid.WorldRect.X > cam.WorldView.Right || entityGrid.WorldRect.Right < cam.WorldView.X) continue;
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if (entityGrid.WorldRect.Y - entityGrid.WorldRect.Height > cam.WorldView.Y || entityGrid.WorldRect.Y < cam.WorldView.Y - cam.WorldView.Height) continue;
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if (entityGrid.WorldRect.X > cam.WorldView.Right || entityGrid.WorldRect.Right < cam.WorldView.X) { continue; }
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if (entityGrid.WorldRect.Y - entityGrid.WorldRect.Height > cam.WorldView.Y || entityGrid.WorldRect.Y < cam.WorldView.Y - cam.WorldView.Height) { continue; }
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var allEntities = entityGrid.GetAllEntities();
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foreach (Hull hull in allEntities)
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{
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hull.UpdateVertices(graphicsDevice, cam, entityGrid, renderer);
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hull.UpdateVertices(cam, entityGrid, renderer);
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}
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}
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}
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private void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, EntityGrid entityGrid, WaterRenderer renderer)
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private void UpdateVertices(Camera cam, EntityGrid entityGrid, WaterRenderer renderer)
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{
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Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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@@ -554,11 +552,10 @@ namespace Barotrauma
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remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
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bool hasFireSources = message.ReadBoolean();
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int fireSourceCount = 0;
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remoteFireSources = new List<Vector3>();
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if (hasFireSources)
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{
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fireSourceCount = message.ReadRangedInteger(0, 16);
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int fireSourceCount = message.ReadRangedInteger(0, 16);
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for (int i = 0; i < fireSourceCount; i++)
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{
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remoteFireSources.Add(new Vector3(
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@@ -18,6 +18,7 @@ namespace Barotrauma
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foreach (Pair<MapEntityPrefab, Rectangle> entity in DisplayEntities)
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{
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if (entity.First is CoreEntityPrefab) { continue; }
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Rectangle drawRect = entity.Second;
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drawRect = new Rectangle(
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(int)(drawRect.X * scale) + drawArea.Center.X, (int)((drawRect.Y) * scale) - drawArea.Center.Y,
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@@ -93,9 +93,9 @@ namespace Barotrauma.Lights
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public static BasicEffect shadowEffect;
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public static BasicEffect penumbraEffect;
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private Segment[] segments = new Segment[4];
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private SegmentPoint[] vertices = new SegmentPoint[4];
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private SegmentPoint[] losVertices = new SegmentPoint[4];
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private readonly Segment[] segments = new Segment[4];
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private readonly SegmentPoint[] vertices = new SegmentPoint[4];
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private readonly SegmentPoint[] losVertices = new SegmentPoint[4];
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private readonly bool[] backFacing;
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private readonly bool[] ignoreEdge;
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@@ -106,6 +106,8 @@ namespace Barotrauma.Lights
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public VertexPositionTexture[] PenumbraVertices { get; private set; }
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public int ShadowVertexCount { get; private set; }
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private readonly HashSet<ConvexHull> overlappingHulls = new HashSet<ConvexHull>();
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public MapEntity ParentEntity { get; private set; }
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private bool enabled;
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@@ -176,7 +178,7 @@ namespace Barotrauma.Lights
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if (door != null) { isHorizontal = door.IsHorizontal; }
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}
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var chList = HullLists.Find(x => x.Submarine == parent.Submarine);
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var chList = HullLists.Find(h => h.Submarine == parent.Submarine);
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if (chList == null)
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{
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chList = new ConvexHullList(parent.Submarine);
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@@ -194,10 +196,12 @@ namespace Barotrauma.Lights
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private void MergeOverlappingSegments(ConvexHull ch)
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{
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if (ch == this) return;
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if (ch == this) { return; }
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if (isHorizontal == ch.isHorizontal)
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{
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if (BoundingBox == ch.BoundingBox) { return; }
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//hide segments that are roughly at the some position as some other segment (e.g. the ends of two adjacent wall pieces)
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float mergeDist = 32;
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float mergeDistSqr = mergeDist * mergeDist;
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@@ -206,6 +210,7 @@ namespace Barotrauma.Lights
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for (int j = 0; j < ch.segments.Length; j++)
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{
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if (segments[i].IsHorizontal != ch.segments[j].IsHorizontal) { continue; }
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if (ignoreEdge[i] || ch.ignoreEdge[j]) { continue; }
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//the segments must be at different sides of the convex hulls to be merged
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//(e.g. the right edge of a wall piece and the left edge of another one)
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@@ -247,6 +252,7 @@ namespace Barotrauma.Lights
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p.Y >= ch.BoundingBox.Y && p.Y <= ch.BoundingBox.Bottom)
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{
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ignoreEdge[i] = true;
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overlappingHulls.Add(ch);
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}
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}
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}
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@@ -283,11 +289,25 @@ namespace Barotrauma.Lights
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}
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else
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{
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losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
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(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
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losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
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(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
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if (Vector2.DistanceSquared(losVertices[startPointIndex].Pos, segment1.Start.Pos) <
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Vector2.DistanceSquared(losVertices[startPointIndex].Pos, segment1.End.Pos))
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{
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losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
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(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
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losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
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(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
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}
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else
|
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{
|
||||
losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
|
||||
(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
|
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losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
|
||||
(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
|
||||
}
|
||||
}
|
||||
|
||||
overlappingHulls.Add(segment2.ConvexHull);
|
||||
segment2.ConvexHull.overlappingHulls.Add(this);
|
||||
}
|
||||
|
||||
public void Rotate(Vector2 origin, float amount)
|
||||
@@ -328,7 +348,50 @@ namespace Barotrauma.Lights
|
||||
|
||||
LastVertexChangeTime = (float)Timing.TotalTime;
|
||||
|
||||
overlappingHulls.Clear();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
ignoreEdge[i] = false;
|
||||
}
|
||||
|
||||
CalculateDimensions();
|
||||
|
||||
if (ParentEntity == null) { return; }
|
||||
|
||||
var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine);
|
||||
if (chList != null)
|
||||
{
|
||||
overlappingHulls.Clear();
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
MergeOverlappingSegments(ch);
|
||||
ch.MergeOverlappingSegments(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void RecalculateAll(Submarine sub)
|
||||
{
|
||||
var chList = HullLists.Find(h => h.Submarine == sub);
|
||||
if (chList != null)
|
||||
{
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
ch.overlappingHulls.Clear();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
ch.ignoreEdge[i] = false;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < chList.List.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < chList.List.Count; j++)
|
||||
{
|
||||
chList.List[i].MergeOverlappingSegments(chList.List[j]);
|
||||
chList.List[j].MergeOverlappingSegments(chList.List[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVertices(Vector2[] points, Matrix? rotationMatrix = null)
|
||||
@@ -348,6 +411,8 @@ namespace Barotrauma.Lights
|
||||
ignoreEdge[i] = false;
|
||||
}
|
||||
|
||||
overlappingHulls.Clear();
|
||||
|
||||
int margin = 0;
|
||||
if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[2].Y))
|
||||
{
|
||||
@@ -381,9 +446,10 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (ParentEntity == null) return;
|
||||
|
||||
var chList = HullLists.Find(x => x.Submarine == ParentEntity.Submarine);
|
||||
var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine);
|
||||
if (chList != null)
|
||||
{
|
||||
overlappingHulls.Clear();
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
MergeOverlappingSegments(ch);
|
||||
@@ -484,8 +550,8 @@ namespace Barotrauma.Lights
|
||||
|
||||
//find beginning and ending vertices which
|
||||
//belong to the shadow
|
||||
int startingIndex = 0;
|
||||
int endingIndex = 0;
|
||||
int startingIndex = -1;
|
||||
int endingIndex = -1;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int currentEdge = i;
|
||||
@@ -498,6 +564,8 @@ namespace Barotrauma.Lights
|
||||
startingIndex = nextEdge;
|
||||
}
|
||||
|
||||
if (startingIndex == -1 || endingIndex == -1) { return; }
|
||||
|
||||
//nr of vertices that are in the shadow
|
||||
if (endingIndex > startingIndex)
|
||||
ShadowVertexCount = endingIndex - startingIndex + 1;
|
||||
@@ -663,7 +731,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
var chList = HullLists.Find(x => x.Submarine == ParentEntity.Submarine);
|
||||
var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine);
|
||||
|
||||
if (chList != null)
|
||||
{
|
||||
@@ -672,8 +740,19 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
HullLists.Remove(chList);
|
||||
}
|
||||
foreach (ConvexHull ch2 in overlappingHulls)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
ch2.ignoreEdge[i] = false;
|
||||
}
|
||||
ch2.overlappingHulls.Remove(this);
|
||||
foreach (ConvexHull ch in chList.List)
|
||||
{
|
||||
ch.MergeOverlappingSegments(ch2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -11,18 +11,6 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
class LightManager
|
||||
{
|
||||
private const float AmbientLightUpdateInterval = 0.2f;
|
||||
private const float AmbientLightFalloff = 0.8f;
|
||||
|
||||
/// <summary>
|
||||
/// Enables a feature that makes lights inside the hull increase the brightness of the entire hull
|
||||
/// and adjacent ones to some extent, if there are gaps for the lights to pass through.
|
||||
/// Prevents unnaturally dark looking shadows in otherwise well-lit submarines, but disabled at least for
|
||||
/// the time being because it makes the lighting behave unpredictably and may cause rooms to appear
|
||||
/// excessively bright if different lighting conditions aren't tested and accounted for.
|
||||
/// </summary>
|
||||
private static readonly bool UseHullSpecificAmbientLight = false;
|
||||
|
||||
public static Entity ViewTarget { get; set; }
|
||||
|
||||
private float currLightMapScale;
|
||||
@@ -57,7 +45,7 @@ namespace Barotrauma.Lights
|
||||
public Effect LosEffect { get; private set; }
|
||||
public Effect SolidColorEffect { get; private set; }
|
||||
|
||||
private List<LightSource> lights;
|
||||
private readonly List<LightSource> lights;
|
||||
|
||||
public bool LosEnabled = true;
|
||||
public LosMode LosMode = LosMode.Transparent;
|
||||
@@ -66,13 +54,8 @@ namespace Barotrauma.Lights
|
||||
|
||||
public bool ObstructVision;
|
||||
|
||||
private Texture2D visionCircle;
|
||||
private readonly Texture2D visionCircle;
|
||||
|
||||
private Dictionary<Hull, Color> hullAmbientLights;
|
||||
private Dictionary<Hull, Color> smoothedHullAmbientLights;
|
||||
|
||||
private float ambientLightUpdateTimer;
|
||||
|
||||
public IEnumerable<LightSource> Lights
|
||||
{
|
||||
get { return lights; }
|
||||
@@ -80,7 +63,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public LightManager(GraphicsDevice graphics, ContentManager content)
|
||||
{
|
||||
lights = new List<LightSource>();
|
||||
lights = new List<LightSource>(100);
|
||||
|
||||
AmbientLight = new Color(20, 20, 20, 255);
|
||||
|
||||
@@ -114,9 +97,6 @@ namespace Barotrauma.Lights
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
hullAmbientLights = new Dictionary<Hull, Color>();
|
||||
smoothedHullAmbientLights = new Dictionary<Hull, Color>();
|
||||
}
|
||||
|
||||
private void CreateRenderTargets(GraphicsDevice graphics)
|
||||
@@ -167,43 +147,12 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (UseHullSpecificAmbientLight)
|
||||
{
|
||||
if (ambientLightUpdateTimer > 0.0f)
|
||||
{
|
||||
ambientLightUpdateTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateAmbientLights();
|
||||
ambientLightUpdateTimer = AmbientLightUpdateInterval;
|
||||
}
|
||||
|
||||
foreach (Hull hull in hullAmbientLights.Keys)
|
||||
{
|
||||
if (!smoothedHullAmbientLights.ContainsKey(hull))
|
||||
{
|
||||
smoothedHullAmbientLights.Add(hull, Color.TransparentBlack);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Hull hull in smoothedHullAmbientLights.Keys.ToList())
|
||||
{
|
||||
Color targetColor = Color.TransparentBlack;
|
||||
hullAmbientLights.TryGetValue(hull, out targetColor);
|
||||
smoothedHullAmbientLights[hull] = Color.Lerp(smoothedHullAmbientLights[hull], targetColor, deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private List<LightSource> activeLights = new List<LightSource>(capacity: 100);
|
||||
private readonly List<LightSource> activeLights = new List<LightSource>(capacity: 100);
|
||||
|
||||
public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
|
||||
{
|
||||
if (!LightingEnabled) return;
|
||||
|
||||
if (!LightingEnabled) { return; }
|
||||
|
||||
if (Math.Abs(currLightMapScale - GameMain.Config.LightMapScale) > 0.01f)
|
||||
{
|
||||
//lightmap scale has changed -> recreate render targets
|
||||
@@ -261,16 +210,14 @@ namespace Barotrauma.Lights
|
||||
//draw background lights
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
graphics.SetRenderTarget(LightMap);
|
||||
graphics.Clear(Color.Black);
|
||||
graphics.Clear(AmbientLight);
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
bool backgroundSpritesDrawn = false;
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (!light.IsBackground) { continue; }
|
||||
light.DrawSprite(spriteBatch, cam);
|
||||
if (light.Color.A > 0 && light.Range > 0.0f) { light.DrawLightVolume(spriteBatch, lightEffect, transform); }
|
||||
backgroundSpritesDrawn = true;
|
||||
}
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
@@ -278,33 +225,34 @@ namespace Barotrauma.Lights
|
||||
//draw a black rectangle on hulls to hide background lights behind subs
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
Dictionary<Hull, Rectangle> visibleHulls = null;
|
||||
if (backgroundSpritesDrawn)
|
||||
if (backgroundObstructor != null)
|
||||
{
|
||||
if (backgroundObstructor != null)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
|
||||
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
visibleHulls = GetVisibleHulls(cam);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
|
||||
foreach (Rectangle drawRect in visibleHulls.Values)
|
||||
{
|
||||
//TODO: draw some sort of smoothed rectangle
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(drawRect.Width, drawRect.Height),
|
||||
Color.Black, true);
|
||||
}
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
|
||||
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
|
||||
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
|
||||
Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
|
||||
foreach (KeyValuePair<Hull, Rectangle> hull in visibleHulls)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(hull.Value.X, -hull.Value.Y),
|
||||
new Vector2(hull.Value.Width, hull.Value.Height),
|
||||
hull.Key.AmbientLight == Color.TransparentBlack ? Color.Black : hull.Key.AmbientLight.Multiply(hull.Key.AmbientLight.A / 255.0f), true);
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
|
||||
SolidColorEffect.Parameters["color"].SetValue(AmbientLight.ToVector4());
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform, effect: SolidColorEffect);
|
||||
Submarine.DrawDamageable(spriteBatch, null);
|
||||
spriteBatch.End();
|
||||
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
|
||||
|
||||
//draw the focused item and character to highlight them,
|
||||
//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
@@ -327,33 +275,37 @@ namespace Barotrauma.Lights
|
||||
//draw characters to obstruct the highlighted items/characters and light sprites
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
|
||||
SolidColorEffect.Parameters["color"].SetValue(Color.Black.ToVector4());
|
||||
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidVertexColor"];
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.CurrentHull == null || !character.Enabled) continue;
|
||||
if (Character.Controlled?.FocusedCharacter == character) continue;
|
||||
if (character.CurrentHull == null || !character.Enabled) { continue; }
|
||||
if (Character.Controlled?.FocusedCharacter == character) { continue; }
|
||||
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
|
||||
Color.Black :
|
||||
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.DeformSprite != null) continue;
|
||||
limb.Draw(spriteBatch, cam, Color.Black);
|
||||
if (limb.DeformSprite != null) { continue; }
|
||||
limb.Draw(spriteBatch, cam, lightColor);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
|
||||
DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.Black.ToVector4());
|
||||
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidVertexColor"];
|
||||
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform);
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.CurrentHull == null || !character.Enabled) continue;
|
||||
if (Character.Controlled?.FocusedCharacter == character) continue;
|
||||
if (character.CurrentHull == null || !character.Enabled) { continue; }
|
||||
if (Character.Controlled?.FocusedCharacter == character) { continue; }
|
||||
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
|
||||
Color.Black :
|
||||
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.DeformSprite == null) continue;
|
||||
limb.Draw(spriteBatch, cam, Color.Black);
|
||||
if (limb.DeformSprite == null) { continue; }
|
||||
limb.Draw(spriteBatch, cam, lightColor);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
@@ -364,8 +316,6 @@ namespace Barotrauma.Lights
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), AmbientLight, isFilled: true);
|
||||
|
||||
spriteBatch.Draw(LimbLightMap, new Rectangle(cam.WorldView.X, -cam.WorldView.Y, cam.WorldView.Width, cam.WorldView.Height), Color.White);
|
||||
|
||||
foreach (ElectricalDischarger discharger in ElectricalDischarger.List)
|
||||
@@ -382,24 +332,7 @@ namespace Barotrauma.Lights
|
||||
lightEffect.World = transform;
|
||||
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
|
||||
|
||||
if (UseHullSpecificAmbientLight)
|
||||
{
|
||||
if (visibleHulls == null)
|
||||
{
|
||||
visibleHulls = GetVisibleHulls(cam);
|
||||
}
|
||||
foreach (Hull hull in smoothedHullAmbientLights.Keys)
|
||||
{
|
||||
if (smoothedHullAmbientLights[hull].A < 0.01f) continue;
|
||||
if (!visibleHulls.TryGetValue(hull, out Rectangle drawRect)) continue;
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(hull.Rect.Width, hull.Rect.Height),
|
||||
smoothedHullAmbientLights[hull], true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
Vector2 haloDrawPos = Character.Controlled.DrawPosition;
|
||||
@@ -601,7 +534,10 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
penumbraVerts.AddRange(convexHull.PenumbraVertices);
|
||||
if (convexHull.ShadowVertexCount > 0)
|
||||
{
|
||||
penumbraVerts.AddRange(convexHull.PenumbraVertices);
|
||||
}
|
||||
}
|
||||
|
||||
if (shadowVerts.Count > 0)
|
||||
@@ -622,86 +558,6 @@ namespace Barotrauma.Lights
|
||||
graphics.SetRenderTarget(null);
|
||||
}
|
||||
|
||||
|
||||
private void CalculateAmbientLights()
|
||||
{
|
||||
hullAmbientLights.Clear();
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.Color.A < 1f || light.Range < 1.0f || light.IsBackground) continue;
|
||||
|
||||
var newAmbientLights = AmbientLightHulls(light);
|
||||
foreach (Hull hull in newAmbientLights.Keys)
|
||||
{
|
||||
if (hullAmbientLights.ContainsKey(hull))
|
||||
{
|
||||
//hull already lit by some other light source -> add the ambient lights up
|
||||
hullAmbientLights[hull] = new Color(
|
||||
hullAmbientLights[hull].R + newAmbientLights[hull].R,
|
||||
hullAmbientLights[hull].G + newAmbientLights[hull].G,
|
||||
hullAmbientLights[hull].B + newAmbientLights[hull].B,
|
||||
hullAmbientLights[hull].A + newAmbientLights[hull].A);
|
||||
}
|
||||
else
|
||||
{
|
||||
hullAmbientLights.Add(hull, newAmbientLights[hull]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add ambient light to the hull the lightsource is inside + all adjacent hulls connected by a gap
|
||||
/// </summary>
|
||||
private Dictionary<Hull, Color> AmbientLightHulls(LightSource light)
|
||||
{
|
||||
Dictionary<Hull, Color> hullAmbientLight = new Dictionary<Hull, Color>();
|
||||
|
||||
var hull = Hull.FindHull(light.WorldPosition);
|
||||
if (hull == null) return hullAmbientLight;
|
||||
|
||||
return AmbientLightHulls(hull, hullAmbientLight, light.Color * Math.Min(light.Range / 1000.0f, 1.0f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A flood fill algorithm that adds ambient light to all hulls the starting hull is connected to
|
||||
/// </summary>
|
||||
private Dictionary<Hull, Color> AmbientLightHulls(Hull hull, Dictionary<Hull, Color> hullAmbientLight, Color currColor)
|
||||
{
|
||||
if (hullAmbientLight.ContainsKey(hull))
|
||||
{
|
||||
if (hullAmbientLight[hull].A > currColor.A)
|
||||
return hullAmbientLight;
|
||||
else
|
||||
hullAmbientLight[hull] = currColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
hullAmbientLight.Add(hull, currColor);
|
||||
}
|
||||
|
||||
Color nextHullLight = currColor * AmbientLightFalloff;
|
||||
//light getting too dark to notice -> no need to spread further
|
||||
if (nextHullLight.A < 20) return hullAmbientLight;
|
||||
|
||||
//use hashset to make sure that each hull is only included once
|
||||
HashSet<Hull> hulls = new HashSet<Hull>();
|
||||
foreach (Gap g in hull.ConnectedGaps)
|
||||
{
|
||||
if (!g.IsRoomToRoom || !g.PassAmbientLight || g.Open < 0.5f) continue;
|
||||
|
||||
hulls.Add((g.linkedTo[0] == hull ? g.linkedTo[1] : g.linkedTo[0]) as Hull);
|
||||
}
|
||||
|
||||
foreach (Hull h in hulls)
|
||||
{
|
||||
hullAmbientLight = AmbientLightHulls(h, hullAmbientLight, nextHullLight);
|
||||
}
|
||||
|
||||
return hullAmbientLight;
|
||||
}
|
||||
|
||||
public void ClearLights()
|
||||
{
|
||||
lights.Clear();
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; private set; } = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable]
|
||||
[Serialize("1.0,1.0,1.0,1.0", true, alwaysUseInstanceValues: true), Editable]
|
||||
public Color Color
|
||||
{
|
||||
get;
|
||||
@@ -25,7 +25,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
private float range;
|
||||
|
||||
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
|
||||
[Serialize(100.0f, true, alwaysUseInstanceValues: true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
@@ -331,7 +331,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (lightSourceParams.DeformableLightSpriteElement != null)
|
||||
{
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement, invert: true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -342,7 +342,7 @@ namespace Barotrauma.Lights
|
||||
lightSourceParams.Persistent = true;
|
||||
if (lightSourceParams.DeformableLightSpriteElement != null)
|
||||
{
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement);
|
||||
DeformableLightSprite = new DeformableSprite(lightSourceParams.DeformableLightSpriteElement, invert: true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -952,23 +952,44 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
Vector2 origin = DeformableLightSprite.Origin;
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
if (ParentSub != null)
|
||||
{
|
||||
drawPos += ParentSub.DrawPosition;
|
||||
}
|
||||
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = DeformableLightSprite.Sprite.SourceRect.Width - origin.X;
|
||||
}
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically)
|
||||
{
|
||||
origin.Y = DeformableLightSprite.Sprite.SourceRect.Height - origin.Y;
|
||||
}
|
||||
|
||||
DeformableLightSprite.Draw(
|
||||
cam, new Vector3(drawPos, 0.0f),
|
||||
origin, -Rotation, SpriteScale,
|
||||
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
LightSpriteEffect == SpriteEffects.FlipHorizontally);
|
||||
LightSpriteEffect == SpriteEffects.FlipVertically);
|
||||
}
|
||||
|
||||
if (LightSprite != null)
|
||||
{
|
||||
Vector2 origin = LightSprite.Origin;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally) origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically) origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
}
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically)
|
||||
{
|
||||
origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
||||
}
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
if (ParentSub != null)
|
||||
{
|
||||
drawPos += ParentSub.DrawPosition;
|
||||
}
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
LightSprite.Draw(
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.IO;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
@@ -151,7 +151,8 @@ namespace Barotrauma
|
||||
{
|
||||
selectedList.ForEach(e =>
|
||||
{
|
||||
e.Remove();
|
||||
//orphaned wires may already have been removed
|
||||
if (!e.Removed) { e.Remove(); }
|
||||
});
|
||||
selectedList.Clear();
|
||||
}
|
||||
|
||||
@@ -24,6 +24,10 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!GameMain.SubEditorScreen.ShowThalamus && prefab.Category.HasFlag(MapEntityCategory.Thalamus))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return HasBody ? ShowWalls : ShowStructures;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Items.Components;
|
||||
@@ -31,6 +31,7 @@ namespace Barotrauma
|
||||
Stream = sound.Stream;
|
||||
Range = element.GetAttributeFloat("range", 1000.0f);
|
||||
Volume = element.GetAttributeFloat("volume", 1.0f);
|
||||
sound.IgnoreMuffling = element.GetAttributeBool("dontmuffle", false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -87,7 +88,7 @@ namespace Barotrauma
|
||||
existingSound = GameMain.SoundManager.LoadSound(filename, stream);
|
||||
if (existingSound == null) { return null; }
|
||||
}
|
||||
catch (FileNotFoundException e)
|
||||
catch (System.IO.FileNotFoundException e)
|
||||
{
|
||||
string errorMsg = "Failed to load sound file \"" + filename + "\".";
|
||||
DebugConsole.ThrowError(errorMsg, e);
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
@@ -19,9 +19,9 @@ namespace Barotrauma
|
||||
{
|
||||
try
|
||||
{
|
||||
using (MemoryStream mem = new MemoryStream(Convert.FromBase64String(previewImageData)))
|
||||
using (System.IO.MemoryStream mem = new System.IO.MemoryStream(Convert.FromBase64String(previewImageData)))
|
||||
{
|
||||
var texture = TextureLoader.FromStream(mem, path: FilePath);
|
||||
var texture = TextureLoader.FromStream(mem, path: FilePath, compress: false);
|
||||
if (texture == null) { throw new Exception("PreviewImage texture returned null"); }
|
||||
PreviewImage = new Sprite(texture, null, null);
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Barotrauma
|
||||
{
|
||||
partial class WayPoint : MapEntity
|
||||
{
|
||||
private static Dictionary<SpawnType, Sprite> iconSprites;
|
||||
private static Dictionary<string, Sprite> iconSprites;
|
||||
private const int WaypointSize = 12, SpawnPointSize = 32;
|
||||
|
||||
public override bool IsVisible(Rectangle worldView)
|
||||
@@ -56,10 +56,18 @@ namespace Barotrauma
|
||||
Color.White);
|
||||
}
|
||||
|
||||
Sprite sprite = iconSprites[SpawnType];
|
||||
Sprite sprite = iconSprites[SpawnType.ToString()];
|
||||
if (spawnType == SpawnType.Human && AssignedJob?.Icon != null)
|
||||
{
|
||||
sprite = iconSprites[SpawnType.Path];
|
||||
sprite = iconSprites["Path"];
|
||||
}
|
||||
else if (ConnectedDoor != null)
|
||||
{
|
||||
sprite = iconSprites["Door"];
|
||||
}
|
||||
else if (Ladders != null)
|
||||
{
|
||||
sprite = iconSprites["Ladder"];
|
||||
}
|
||||
sprite.Draw(spriteBatch, drawPos, clr, scale: iconSize / (float)sprite.SourceRect.Width, depth: 0.001f);
|
||||
sprite.RelativeOrigin = Vector2.One * 0.5f;
|
||||
|
||||
Reference in New Issue
Block a user