v0.11.0.9
This commit is contained in:
@@ -0,0 +1,395 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using Barotrauma.Sounds;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.MapCreatures.Behavior
|
||||
{
|
||||
partial class BallastFloraBehavior
|
||||
{
|
||||
|
||||
// ReSharper disable AutoPropertyCanBeMadeGetOnly.Global, UnusedAutoPropertyAccessor.Global, MemberCanBePrivate.Global
|
||||
internal class DamageParticle
|
||||
{
|
||||
[Serialize(defaultValue: "", isSaveable: false)]
|
||||
public string Identifier { get; set; } = "";
|
||||
|
||||
[Serialize(defaultValue: 0f, isSaveable: false)]
|
||||
public float MinRotation { get; set; }
|
||||
|
||||
[Serialize(defaultValue: 0f, isSaveable: false)]
|
||||
public float MaxRotation { get; set; }
|
||||
|
||||
[Serialize(defaultValue: 0f, isSaveable: false)]
|
||||
public float MinVelocity { get; set; }
|
||||
|
||||
[Serialize(defaultValue: 0f, isSaveable: false)]
|
||||
public float MaxVelocity { get; set; }
|
||||
|
||||
[Serialize(defaultValue: "255,255,255,255", isSaveable: false)]
|
||||
public Color ColorMultiplier { get; set; }
|
||||
|
||||
private float RandRotation() => Rand.Range(MinRotation, MaxRotation);
|
||||
private float RandVelocity() => Rand.Range(MinVelocity, MaxVelocity);
|
||||
|
||||
public void Emit(Vector2 pos)
|
||||
{
|
||||
Particle particle = GameMain.ParticleManager.CreateParticle(Identifier, pos, RandRotation(), RandVelocity());
|
||||
if (particle != null)
|
||||
{
|
||||
particle.ColorMultiplier = ColorMultiplier.ToVector4();
|
||||
}
|
||||
}
|
||||
|
||||
public DamageParticle(XElement element)
|
||||
{
|
||||
SerializableProperty.DeserializeProperties(this, element);
|
||||
}
|
||||
}
|
||||
|
||||
public Sprite? branchAtlas, decayAtlas;
|
||||
public readonly Dictionary<VineTileType, VineSprite> BranchSprites = new Dictionary<VineTileType, VineSprite>();
|
||||
public readonly List<Sprite> FlowerSprites = new List<Sprite>(), DamagedFlowerSprites = new List<Sprite>();
|
||||
public readonly List<Sprite> HiddenFlowerSprites = new List<Sprite>();
|
||||
public readonly List<Sprite> LeafSprites = new List<Sprite>(), DamagedLeafSprites = new List<Sprite>();
|
||||
|
||||
public readonly List<DamageParticle> DamageParticles = new List<DamageParticle>();
|
||||
public readonly List<DamageParticle> DeathParticles = new List<DamageParticle>();
|
||||
|
||||
partial void LoadPrefab(XElement element)
|
||||
{
|
||||
string? branchAtlasPath = element.GetAttributeString("branchatlas", null);
|
||||
string? decayAtlasPath = element.GetAttributeString("decayatlas", null);
|
||||
|
||||
if (branchAtlasPath != null)
|
||||
{
|
||||
branchAtlas = new Sprite(branchAtlasPath, Rectangle.Empty);
|
||||
}
|
||||
|
||||
if (decayAtlasPath != null)
|
||||
{
|
||||
decayAtlas = new Sprite(decayAtlasPath, Rectangle.Empty);
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "branchsprite":
|
||||
var tileType = subElement.GetAttributeString("type", null);
|
||||
VineTileType type = Enum.Parse<VineTileType>(tileType);
|
||||
BranchSprites.Add(type, new VineSprite(subElement));
|
||||
break;
|
||||
case "flowersprite":
|
||||
FlowerSprites.Add(new Sprite(subElement));
|
||||
break;
|
||||
case "damagedflowersprite":
|
||||
DamagedFlowerSprites.Add(new Sprite(subElement));
|
||||
break;
|
||||
case "hiddenflowersprite":
|
||||
HiddenFlowerSprites.Add(new Sprite(subElement));
|
||||
break;
|
||||
case "leafsprite":
|
||||
LeafSprites.Add(new Sprite(subElement));
|
||||
break;
|
||||
case "damagedleafsprite":
|
||||
DamagedLeafSprites.Add(new Sprite(subElement));
|
||||
break;
|
||||
case "damageparticle":
|
||||
DamageParticles.Add(new DamageParticle(subElement));
|
||||
break;
|
||||
case "deathparticle":
|
||||
DeathParticles.Add(new DamageParticle(subElement));
|
||||
break;
|
||||
case "targets":
|
||||
LoadTargets(subElement);
|
||||
break;
|
||||
}
|
||||
|
||||
flowerVariants = FlowerSprites.Count;
|
||||
leafVariants = LeafSprites.Count;
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateShapnel(Vector2 pos)
|
||||
{
|
||||
float particleAmount = Rand.Range(16, 32);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("shrapnel", pos, Rand.Vector(Rand.Range(-50f, 50.0f)));
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateDamageParticle(BallastFloraBranch branch, float damage)
|
||||
{
|
||||
Vector2 pos = GetWorldPosition() + branch.Position;
|
||||
int amount = (int)Math.Clamp(damage / 10f, 1, 10);
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
foreach (DamageParticle particle in DamageParticles)
|
||||
{
|
||||
particle.Emit(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateDeathParticle(BallastFloraBranch branch)
|
||||
{
|
||||
Vector2 pos = GetWorldPosition() + branch.Position;
|
||||
int amount = (int)Math.Clamp(branch.MaxHealth / 10f, 1, 10);
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
foreach (DamageParticle particle in DeathParticles)
|
||||
{
|
||||
particle.Emit(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
const float zStep = 0.000001f;
|
||||
float leafDepth = zStep;
|
||||
float flowerDepth = zStep;
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
Vector2 pos = Parent.Submarine.DrawPosition + ConvertUnits.ToDisplayUnits(body.Position);
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawRectangle(spriteBatch, pos, 32f, 32f, 0f, Color.Cyan, 0.1f, thickness: 1);
|
||||
}
|
||||
|
||||
foreach (var (key, steps) in IgnoredTargets)
|
||||
{
|
||||
string label = $"Ignored \"{key.Name}\" for {steps} steps";
|
||||
var (sizeX, sizeY) = GUI.SubHeadingFont.MeasureString(label);
|
||||
Vector2 targetPos = key.WorldPosition;
|
||||
targetPos.Y = -targetPos.Y;
|
||||
GUI.DrawString(spriteBatch, targetPos - new Vector2(sizeX / 2f, sizeY), label, GUI.Style.Red, font: GUI.SubHeadingFont);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (BallastFloraBranch branch in Branches)
|
||||
{
|
||||
Vector2 pos = Parent.DrawPosition + Offset + branch.Position;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
float depth = BranchDepth;
|
||||
|
||||
float layer1 = depth + 0.01f,
|
||||
layer2 = depth + 0.02f,
|
||||
layer3 = depth + 0.03f;
|
||||
|
||||
VineSprite branchSprite = BranchSprites[branch.Type];
|
||||
|
||||
Color branchColor = Color.White;
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
#if DEBUG
|
||||
Vector2 basePos = Parent.WorldPosition;
|
||||
foreach (var (from, to) in debugSearchLines)
|
||||
{
|
||||
Vector2 pos1 = basePos - from;
|
||||
pos1.Y = -pos1.Y;
|
||||
Vector2 pos2 = basePos - to;
|
||||
pos2.Y = -pos2.Y;
|
||||
GUI.DrawLine(spriteBatch, pos1, pos2, GUI.Style.Yellow * 0.8f, width: 4);
|
||||
}
|
||||
#endif
|
||||
|
||||
string label = "";
|
||||
|
||||
if (branch == Branches[^1])
|
||||
{
|
||||
label += $"Current State: {StateMachine.State?.GetType().Name ?? "null!"}\n";
|
||||
}
|
||||
|
||||
if (StateMachine.State is GrowToTargetState targetState)
|
||||
{
|
||||
if (targetState.TargetBranches.Contains(branch))
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, pos, branch.Rect.Width, branch.Rect.Height, 0f, Color.Red, thickness: 4);
|
||||
}
|
||||
|
||||
if (targetState.TargetBranches[^1] == branch)
|
||||
{
|
||||
label += $"Target: {targetState.Target.Name}\n";
|
||||
|
||||
Vector2 targetPos = targetState.Target.WorldPosition;
|
||||
targetPos.Y = -targetPos.Y;
|
||||
GUI.DrawLine(spriteBatch, pos, targetPos, Color.Red, width: 4);
|
||||
}
|
||||
}
|
||||
|
||||
var (sizeX, sizeY) = GUI.SubHeadingFont.MeasureString(label);
|
||||
GUI.DrawString(spriteBatch, pos - new Vector2(sizeX / 2f, branch.Rect.Height + sizeY), label, Color.White, font: GUI.SubHeadingFont);
|
||||
}
|
||||
|
||||
bool isDamaged = branch.Health < branch.MaxHealth;
|
||||
|
||||
if (HasBrokenThrough)
|
||||
{
|
||||
if (branchAtlas != null && branchAtlas.Loaded)
|
||||
{
|
||||
spriteBatch.Draw(branchAtlas.Texture, pos + branch.offset, branchSprite.SourceRect, branchColor, 0f, branchSprite.AbsoluteOrigin, BaseBranchScale * branch.VineStep, SpriteEffects.None, layer2);
|
||||
}
|
||||
|
||||
if (decayAtlas != null && isDamaged && decayAtlas.Loaded)
|
||||
{
|
||||
spriteBatch.Draw(decayAtlas.Texture, pos + branch.offset, branchSprite.SourceRect, branch.HealthColor, 0f, branchSprite.AbsoluteOrigin, BaseBranchScale * branch.VineStep, SpriteEffects.None, layer2 - zStep);
|
||||
}
|
||||
}
|
||||
|
||||
if (branch.FlowerConfig.Variant >= 0)
|
||||
{
|
||||
int variant = branch.FlowerConfig.Variant;
|
||||
Sprite flowerSprite = HasBrokenThrough ? FlowerSprites[variant] : HiddenFlowerSprites[variant];
|
||||
float flowerScale = BaseFlowerScale * branch.FlowerConfig.Scale * branch.FlowerStep;
|
||||
|
||||
if (HasBrokenThrough) { flowerScale *= branch.Pulse; }
|
||||
|
||||
flowerSprite.Draw(spriteBatch, pos, branchColor, flowerSprite.Origin, scale: flowerScale, rotate: branch.FlowerConfig.Rotation, depth: layer1 - flowerDepth);
|
||||
if (isDamaged && HasBrokenThrough && DamagedFlowerSprites.Count > variant)
|
||||
{
|
||||
DamagedFlowerSprites[variant].Draw(spriteBatch, pos, branch.HealthColor, flowerSprite.Origin, scale: flowerScale, rotate: branch.FlowerConfig.Rotation, depth: layer1 - flowerDepth - zStep);
|
||||
}
|
||||
flowerDepth -= zStep;
|
||||
if (flowerDepth > 0.01f)
|
||||
{
|
||||
flowerDepth = zStep;
|
||||
}
|
||||
}
|
||||
|
||||
if (branch.LeafConfig.Variant >= 0 && HasBrokenThrough)
|
||||
{
|
||||
int variant = branch.LeafConfig.Variant;
|
||||
Sprite leafSprite = LeafSprites[variant];
|
||||
leafSprite.Draw(spriteBatch, pos, branchColor, leafSprite.Origin, scale: BaseLeafScale * branch.LeafConfig.Scale * branch.FlowerStep, rotate: branch.LeafConfig.Rotation, depth: layer3 + leafDepth);
|
||||
if (isDamaged && DamagedLeafSprites.Count > variant)
|
||||
{
|
||||
DamagedLeafSprites[variant].Draw(spriteBatch, pos, branch.HealthColor, leafSprite.Origin, scale: BaseLeafScale * branch.LeafConfig.Scale * branch.FlowerStep, rotate: branch.LeafConfig.Rotation, depth: layer3 + leafDepth - zStep);
|
||||
}
|
||||
leafDepth += zStep;
|
||||
if (leafDepth > 0.01f)
|
||||
{
|
||||
flowerDepth = zStep;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void ClientRead(IReadMessage msg, NetworkHeader header)
|
||||
{
|
||||
switch (header)
|
||||
{
|
||||
case NetworkHeader.Infect:
|
||||
int infectBranch = -1;
|
||||
ushort itemId = msg.ReadUInt16();
|
||||
bool infect = msg.ReadBoolean();
|
||||
if (infect)
|
||||
{
|
||||
infectBranch = msg.ReadInt32();
|
||||
}
|
||||
|
||||
Entity? entity = Entity.FindEntityByID(itemId);
|
||||
if (entity is Item item)
|
||||
{
|
||||
if (infect)
|
||||
{
|
||||
ClaimTarget(item, Branches.FirstOrDefault(b => b.ID == infectBranch));
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveClaim(itemId);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.AddWarning($"Received Infect.{infect} Network Header with invalid item ID: {itemId}, which belongs to {entity?.ToString() ?? "null!"}");
|
||||
}
|
||||
break;
|
||||
case NetworkHeader.BranchCreate:
|
||||
int parentId = msg.ReadInt32();
|
||||
BallastFloraBranch branch = ReadBranch(msg);
|
||||
BallastFloraBranch? parent = Branches.FirstOrDefault(b => b.ID == parentId);
|
||||
|
||||
if (parent == null)
|
||||
{
|
||||
DebugConsole.AddWarning($"Received BranchCreate with an invalid parent ID: {parentId}, Maximum ID is {Branches.Max(b => b.ID)}");
|
||||
}
|
||||
|
||||
UpdateConnections(branch, parent);
|
||||
Branches.Add(branch);
|
||||
OnBranchGrowthSuccess(branch);
|
||||
break;
|
||||
case NetworkHeader.BranchRemove:
|
||||
|
||||
int removedBranchId = msg.ReadInt32();
|
||||
BallastFloraBranch removedBranch = Branches.FirstOrDefault(b => b.ID == removedBranchId);
|
||||
if (removedBranch != null)
|
||||
{
|
||||
RemoveBranch(removedBranch);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.AddWarning($"Received BranchRemove for a branch that doesn't exist. ID: {removedBranchId}, Maximum ID is {Branches.Max(b => b.ID)}");
|
||||
}
|
||||
|
||||
break;
|
||||
case NetworkHeader.BranchDamage:
|
||||
|
||||
int damageBranchId = msg.ReadInt32();
|
||||
float damage = msg.ReadSingle();
|
||||
float health = msg.ReadSingle();
|
||||
BallastFloraBranch damagedBranch = Branches.FirstOrDefault(b => b.ID == damageBranchId);
|
||||
if (damagedBranch != null)
|
||||
{
|
||||
CreateDamageParticle(damagedBranch, damage);
|
||||
damagedBranch.Health = health;
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.AddWarning($"Received BranchDamage for a branch that doesn't exist. ID: {damageBranchId}, Maximum ID is {Branches.Max(b => b.ID)}");
|
||||
}
|
||||
break;
|
||||
case NetworkHeader.Kill:
|
||||
Kill();
|
||||
break;
|
||||
}
|
||||
|
||||
PowerConsumptionTimer = msg.ReadSingle();
|
||||
}
|
||||
|
||||
private BallastFloraBranch ReadBranch(IReadMessage msg)
|
||||
{
|
||||
int id = msg.ReadInt32();
|
||||
byte type = (byte) msg.ReadRangedInteger(0b0000, 0b1111);
|
||||
byte sides = (byte) msg.ReadRangedInteger(0b0000, 0b1111);
|
||||
int flowerConfig = msg.ReadRangedInteger(0, 0xFFF);
|
||||
int leafConfig = msg.ReadRangedInteger(0, 0xFFF);
|
||||
int maxHealth = msg.ReadUInt16();
|
||||
int posX = msg.ReadInt32(), posY = msg.ReadInt32();
|
||||
Vector2 pos = new Vector2(posX * VineTile.Size, posY * VineTile.Size);
|
||||
|
||||
return new BallastFloraBranch(this, pos, (VineTileType)type, FoliageConfig.Deserialize(flowerConfig), FoliageConfig.Deserialize(leafConfig))
|
||||
{
|
||||
ID = id,
|
||||
MaxHealth = maxHealth,
|
||||
Sides = (TileSide) sides
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -36,8 +36,8 @@ namespace Barotrauma
|
||||
Rand.Range(worldPosition.Y - size.Y, worldPosition.Y + 20.0f));
|
||||
|
||||
Vector2 particleVel = new Vector2(
|
||||
(particlePos.X - (worldPosition.X + size.X / 2.0f)),
|
||||
(float)Math.Sqrt(size.X) * Rand.Range(0.0f, 15.0f) * growModifier);
|
||||
particlePos.X - (worldPosition.X + size.X / 2.0f),
|
||||
Math.Max((float)Math.Sqrt(size.X) * Rand.Range(0.0f, 15.0f) * growModifier, 0.0f));
|
||||
|
||||
particleVel.X = MathHelper.Clamp(particleVel.X, -200.0f, 200.0f);
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.MapCreatures.Behavior;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -48,7 +49,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return decals.Count > 0;
|
||||
return decals.Count > 0 || BallastFlora != null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,6 +66,8 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsVisible(Rectangle worldView)
|
||||
{
|
||||
if (BallastFlora != null) { return true; }
|
||||
|
||||
if (Screen.Selected != GameMain.SubEditorScreen && !GameMain.DebugDraw)
|
||||
{
|
||||
if (decals.Count == 0 && paintAmount < minimumPaintAmountToDraw) { return false; }
|
||||
@@ -229,6 +232,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (back && Screen.Selected != GameMain.SubEditorScreen)
|
||||
{
|
||||
BallastFlora?.Draw(spriteBatch);
|
||||
DrawDecals(spriteBatch);
|
||||
return;
|
||||
}
|
||||
@@ -244,7 +248,7 @@ namespace Barotrauma
|
||||
alpha = Math.Min((float)(Timing.TotalTime - lastAmbientLightEditTime) / hideTimeAfterEdit - 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
Rectangle drawRect =
|
||||
Rectangle drawRect =
|
||||
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
|
||||
|
||||
if ((IsSelected || IsHighlighted) && editing)
|
||||
@@ -332,6 +336,7 @@ namespace Barotrauma
|
||||
|
||||
public void DrawSectionColors(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (BackgroundSections == null || BackgroundSections.Count == 0) { return; }
|
||||
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
|
||||
Point sectionSize = BackgroundSections[0].Rect.Size;
|
||||
Vector2 drawPos = drawOffset + new Vector2(rect.Location.X + sectionSize.X / 2, rect.Location.Y - sectionSize.Y / 2);
|
||||
@@ -607,6 +612,26 @@ namespace Barotrauma
|
||||
|
||||
public void ClientRead(ServerNetObject type, IReadMessage message, float sendingTime)
|
||||
{
|
||||
bool isBallastFloraUpdate = message.ReadBoolean();
|
||||
if (isBallastFloraUpdate)
|
||||
{
|
||||
BallastFloraBehavior.NetworkHeader header = (BallastFloraBehavior.NetworkHeader) message.ReadByte();
|
||||
if (header == BallastFloraBehavior.NetworkHeader.Spawn)
|
||||
{
|
||||
string identifier = message.ReadString();
|
||||
float x = message.ReadSingle();
|
||||
float y = message.ReadSingle();
|
||||
BallastFlora = new BallastFloraBehavior(this, BallastFloraPrefab.Find(identifier), new Vector2(x, y), firstGrowth: true)
|
||||
{
|
||||
PowerConsumptionTimer = message.ReadSingle()
|
||||
};
|
||||
}
|
||||
else if (BallastFlora != null)
|
||||
{
|
||||
BallastFlora.ClientRead(message, header);
|
||||
}
|
||||
return;
|
||||
}
|
||||
remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
|
||||
remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
|
||||
+196
-36
@@ -1,30 +1,38 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.SpriteDeformations;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
class BackgroundCreature : ISteerable
|
||||
{
|
||||
const float MaxDepth = 100.0f;
|
||||
const float MaxDepth = 10000.0f;
|
||||
|
||||
const float CheckWallsInterval = 5.0f;
|
||||
|
||||
public bool Enabled;
|
||||
public bool Visible;
|
||||
|
||||
private BackgroundCreaturePrefab prefab;
|
||||
public readonly BackgroundCreaturePrefab Prefab;
|
||||
|
||||
private readonly List<SpriteDeformation> uniqueSpriteDeformations = new List<SpriteDeformation>();
|
||||
private readonly List<SpriteDeformation> spriteDeformations = new List<SpriteDeformation>();
|
||||
private readonly List<SpriteDeformation> lightSpriteDeformations = new List<SpriteDeformation>();
|
||||
|
||||
private Vector2 position;
|
||||
|
||||
private Vector3 velocity;
|
||||
|
||||
private float depth;
|
||||
|
||||
private SteeringManager steeringManager;
|
||||
|
||||
private float checkWallsTimer;
|
||||
private float alpha = 1.0f;
|
||||
|
||||
private readonly SteeringManager steeringManager;
|
||||
|
||||
private float checkWallsTimer, flashTimer;
|
||||
|
||||
private float wanderZPhase;
|
||||
private Vector2 obstacleDiff;
|
||||
@@ -33,9 +41,16 @@ namespace Barotrauma
|
||||
public Swarm Swarm;
|
||||
|
||||
Vector2 drawPosition;
|
||||
public Vector2 TransformedPosition
|
||||
|
||||
public Vector2[,] CurrentSpriteDeformation
|
||||
{
|
||||
get { return drawPosition; }
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public Vector2[,] CurrentLightSpriteDeformation
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 SimPosition
|
||||
@@ -58,11 +73,10 @@ namespace Barotrauma
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
|
||||
public BackgroundCreature(BackgroundCreaturePrefab prefab, Vector2 position)
|
||||
{
|
||||
this.prefab = prefab;
|
||||
|
||||
this.Prefab = prefab;
|
||||
this.position = position;
|
||||
|
||||
drawPosition = position;
|
||||
@@ -70,18 +84,73 @@ namespace Barotrauma
|
||||
steeringManager = new SteeringManager(this);
|
||||
|
||||
velocity = new Vector3(
|
||||
Rand.Range(-prefab.Speed, prefab.Speed),
|
||||
Rand.Range(-prefab.Speed, prefab.Speed),
|
||||
Rand.Range(0.0f, prefab.WanderZAmount));
|
||||
Rand.Range(-prefab.Speed, prefab.Speed, Rand.RandSync.ClientOnly),
|
||||
Rand.Range(-prefab.Speed, prefab.Speed, Rand.RandSync.ClientOnly),
|
||||
Rand.Range(0.0f, prefab.WanderZAmount, Rand.RandSync.ClientOnly));
|
||||
|
||||
checkWallsTimer = Rand.Range(0.0f, CheckWallsInterval);
|
||||
checkWallsTimer = Rand.Range(0.0f, CheckWallsInterval, Rand.RandSync.ClientOnly);
|
||||
|
||||
foreach (XElement subElement in prefab.Config.Elements())
|
||||
{
|
||||
List<SpriteDeformation> deformationList = null;
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "deformablesprite":
|
||||
deformationList = spriteDeformations;
|
||||
break;
|
||||
case "deformablelightsprite":
|
||||
deformationList = lightSpriteDeformations;
|
||||
break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
foreach (XElement animationElement in subElement.Elements())
|
||||
{
|
||||
SpriteDeformation deformation = null;
|
||||
int sync = animationElement.GetAttributeInt("sync", -1);
|
||||
if (sync > -1)
|
||||
{
|
||||
string typeName = animationElement.GetAttributeString("type", "").ToLowerInvariant();
|
||||
deformation = uniqueSpriteDeformations.Find(d => d.TypeName == typeName && d.Sync == sync);
|
||||
}
|
||||
if (deformation == null)
|
||||
{
|
||||
deformation = SpriteDeformation.Load(animationElement, prefab.Name);
|
||||
if (deformation != null)
|
||||
{
|
||||
uniqueSpriteDeformations.Add(deformation);
|
||||
}
|
||||
}
|
||||
if (deformation != null)
|
||||
{
|
||||
deformationList.Add(deformation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
position += new Vector2(velocity.X, velocity.Y) * deltaTime;
|
||||
depth = MathHelper.Clamp(depth + velocity.Z * deltaTime, 0.0f, MaxDepth);
|
||||
depth = MathHelper.Clamp(depth + velocity.Z * deltaTime, Prefab.MinDepth, Prefab.MaxDepth * 10);
|
||||
|
||||
if (Prefab.FlashInterval > 0.0f)
|
||||
{
|
||||
flashTimer -= deltaTime;
|
||||
if (flashTimer > 0.0f)
|
||||
{
|
||||
alpha = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
//value goes from 0 to 1 and back to 0 during the flash
|
||||
alpha = (float)Math.Sin(-flashTimer / Prefab.FlashDuration * MathHelper.Pi) * PerlinNoise.GetPerlin((float)Timing.TotalTime * 0.1f, (float)Timing.TotalTime * 0.2f);
|
||||
if (flashTimer < -Prefab.FlashDuration)
|
||||
{
|
||||
flashTimer = Prefab.FlashInterval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
checkWallsTimer -= deltaTime;
|
||||
if (checkWallsTimer <= 0.0f && Level.Loaded != null)
|
||||
@@ -134,54 +203,145 @@ namespace Barotrauma
|
||||
float midPointDist = Vector2.Distance(SimPosition, midPoint) * 100.0f;
|
||||
if (midPointDist > Swarm.MaxDistance)
|
||||
{
|
||||
steeringManager.SteeringSeek(midPoint, ((midPointDist / Swarm.MaxDistance) - 1.0f) * prefab.Speed);
|
||||
steeringManager.SteeringSeek(midPoint, ((midPointDist / Swarm.MaxDistance) - 1.0f) * Prefab.Speed);
|
||||
}
|
||||
steeringManager.SteeringManual(deltaTime, Swarm.AvgVelocity() * Swarm.Cohesion);
|
||||
}
|
||||
|
||||
if (prefab.WanderAmount > 0.0f)
|
||||
if (Prefab.WanderAmount > 0.0f)
|
||||
{
|
||||
steeringManager.SteeringWander(prefab.Speed);
|
||||
steeringManager.SteeringWander(Prefab.Speed);
|
||||
}
|
||||
|
||||
if (obstacleDiff != Vector2.Zero)
|
||||
{
|
||||
steeringManager.SteeringManual(deltaTime, -obstacleDiff * (1.0f - obstacleDist / 5000.0f) * prefab.Speed);
|
||||
steeringManager.SteeringManual(deltaTime, -obstacleDiff * (1.0f - obstacleDist / 5000.0f) * Prefab.Speed);
|
||||
}
|
||||
|
||||
steeringManager.Update(prefab.Speed);
|
||||
steeringManager.Update(Prefab.Speed);
|
||||
|
||||
if (prefab.WanderZAmount > 0.0f)
|
||||
if (Prefab.WanderZAmount > 0.0f)
|
||||
{
|
||||
wanderZPhase += Rand.Range(-prefab.WanderZAmount, prefab.WanderZAmount);
|
||||
velocity.Z = (float)Math.Sin(wanderZPhase) * prefab.Speed;
|
||||
wanderZPhase += Rand.Range(-Prefab.WanderZAmount, Prefab.WanderZAmount);
|
||||
velocity.Z = (float)Math.Sin(wanderZPhase) * Prefab.Speed;
|
||||
}
|
||||
|
||||
velocity = Vector3.Lerp(velocity, new Vector3(Steering.X, Steering.Y, velocity.Z), deltaTime);
|
||||
|
||||
UpdateDeformations(deltaTime);
|
||||
}
|
||||
|
||||
public void DrawLightSprite(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
Draw(spriteBatch, cam, Prefab.LightSprite, Prefab.DeformableLightSprite, CurrentLightSpriteDeformation, Color.White * alpha);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
Draw(spriteBatch,
|
||||
cam,
|
||||
Prefab.Sprite,
|
||||
Prefab.DeformableSprite,
|
||||
CurrentSpriteDeformation,
|
||||
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, depth / Math.Max(MaxDepth, Prefab.MaxDepth)) * alpha);
|
||||
}
|
||||
|
||||
private void Draw(SpriteBatch spriteBatch, Camera cam, Sprite sprite, DeformableSprite deformableSprite, Vector2[,] currentSpriteDeformation, Color color)
|
||||
{
|
||||
if (sprite == null && deformableSprite == null) { return; }
|
||||
if (color.A == 0) { return; }
|
||||
|
||||
float rotation = 0.0f;
|
||||
if (!prefab.DisableRotation)
|
||||
if (!Prefab.DisableRotation)
|
||||
{
|
||||
rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
|
||||
if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
|
||||
if (velocity.X < 0.0f) { rotation -= MathHelper.Pi; }
|
||||
}
|
||||
|
||||
drawPosition = position;
|
||||
if (depth > 0.0f)
|
||||
drawPosition = GetDrawPosition(cam);
|
||||
|
||||
float scale = GetScale();
|
||||
sprite?.Draw(spriteBatch,
|
||||
new Vector2(drawPosition.X, -drawPosition.Y),
|
||||
color,
|
||||
rotation,
|
||||
scale,
|
||||
Prefab.DisableFlipping || velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally,
|
||||
Math.Min(depth / MaxDepth, 1.0f));
|
||||
|
||||
if (deformableSprite != null)
|
||||
{
|
||||
if (currentSpriteDeformation != null)
|
||||
{
|
||||
deformableSprite.Deform(currentSpriteDeformation);
|
||||
}
|
||||
else
|
||||
{
|
||||
deformableSprite.Reset();
|
||||
}
|
||||
deformableSprite?.Draw(cam,
|
||||
new Vector3(drawPosition.X, drawPosition.Y, Math.Min(depth / 10000.0f, 1.0f)),
|
||||
deformableSprite.Origin,
|
||||
rotation,
|
||||
Vector2.One * scale,
|
||||
color,
|
||||
mirror: Prefab.DisableFlipping || velocity.X <= 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 GetDrawPosition(Camera cam)
|
||||
{
|
||||
Vector2 drawPosition = WorldPosition;
|
||||
if (depth >= 0)
|
||||
{
|
||||
Vector2 camOffset = drawPosition - cam.WorldViewCenter;
|
||||
drawPosition -= camOffset * (depth / MaxDepth) * 0.05f;
|
||||
drawPosition -= camOffset * depth / MaxDepth;
|
||||
}
|
||||
return drawPosition;
|
||||
}
|
||||
|
||||
prefab.Sprite.Draw(spriteBatch,
|
||||
new Vector2(drawPosition.X, -drawPosition.Y),
|
||||
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, (depth / MaxDepth) * 0.2f),
|
||||
rotation, (1.0f - (depth / MaxDepth) * 0.2f) * prefab.Scale,
|
||||
velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally,
|
||||
(depth / MaxDepth));
|
||||
public float GetScale()
|
||||
{
|
||||
return Math.Max(1.0f - depth / MaxDepth, 0.05f) * Prefab.Scale;
|
||||
}
|
||||
|
||||
public Rectangle GetExtents(Camera cam)
|
||||
{
|
||||
Vector2 min = GetDrawPosition(cam);
|
||||
Vector2 max = min;
|
||||
|
||||
float scale = GetScale();
|
||||
GetSpriteExtents(Prefab.Sprite, ref min, ref max);
|
||||
GetSpriteExtents(Prefab.LightSprite, ref min, ref max);
|
||||
GetSpriteExtents(Prefab.DeformableSprite?.Sprite, ref min, ref max);
|
||||
GetSpriteExtents(Prefab.DeformableLightSprite?.Sprite, ref min, ref max);
|
||||
|
||||
return new Rectangle(min.ToPoint(), (max - min).ToPoint());
|
||||
|
||||
void GetSpriteExtents(Sprite sprite, ref Vector2 min, ref Vector2 max)
|
||||
{
|
||||
if (sprite == null) { return; }
|
||||
min.X = Math.Min(min.X, min.X - sprite.size.X * sprite.RelativeOrigin.X * scale);
|
||||
min.Y = Math.Min(min.Y, min.Y - sprite.size.Y * sprite.RelativeOrigin.Y * scale);
|
||||
max.X = Math.Max(max.X, max.X + sprite.size.X * (1.0f - sprite.RelativeOrigin.X) * scale);
|
||||
max.Y = Math.Max(max.Y, max.Y + sprite.size.Y * (1.0f - sprite.RelativeOrigin.Y) * scale);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateDeformations(float deltaTime)
|
||||
{
|
||||
foreach (SpriteDeformation deformation in uniqueSpriteDeformations)
|
||||
{
|
||||
deformation.Update(deltaTime);
|
||||
}
|
||||
if (spriteDeformations.Count > 0)
|
||||
{
|
||||
CurrentSpriteDeformation = SpriteDeformation.GetDeformation(spriteDeformations, Prefab.DeformableSprite.Size);
|
||||
}
|
||||
if (lightSpriteDeformations.Count > 0)
|
||||
{
|
||||
CurrentLightSpriteDeformation = SpriteDeformation.GetDeformation(lightSpriteDeformations, Prefab.DeformableLightSprite.Size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+54
-35
@@ -9,14 +9,14 @@ namespace Barotrauma
|
||||
{
|
||||
class BackgroundCreatureManager
|
||||
{
|
||||
const int MaxSprites = 100;
|
||||
const int MaxCreatures = 100;
|
||||
|
||||
const float CheckActiveInterval = 1.0f;
|
||||
const float VisibilityCheckInterval = 1.0f;
|
||||
|
||||
private float checkActiveTimer;
|
||||
private float checkVisibleTimer;
|
||||
|
||||
private List<BackgroundCreaturePrefab> prefabs = new List<BackgroundCreaturePrefab>();
|
||||
private List<BackgroundCreature> activeSprites = new List<BackgroundCreature>();
|
||||
private readonly List<BackgroundCreaturePrefab> prefabs = new List<BackgroundCreaturePrefab>();
|
||||
private readonly List<BackgroundCreature> creatures = new List<BackgroundCreature>();
|
||||
|
||||
public BackgroundCreatureManager(string configPath)
|
||||
{
|
||||
@@ -60,92 +60,111 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnSprites(int count, Vector2? position = null)
|
||||
public void SpawnCreatures(Level level, int count, Vector2? position = null)
|
||||
{
|
||||
activeSprites.Clear();
|
||||
creatures.Clear();
|
||||
|
||||
if (prefabs.Count == 0) return;
|
||||
if (prefabs.Count == 0) { return; }
|
||||
|
||||
count = Math.Min(count, MaxSprites);
|
||||
count = Math.Min(count, MaxCreatures);
|
||||
|
||||
for (int i = 0; i < count; i++ )
|
||||
List<BackgroundCreaturePrefab> availablePrefabs = new List<BackgroundCreaturePrefab>(prefabs);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Vector2 pos = Vector2.Zero;
|
||||
|
||||
if (position == null)
|
||||
{
|
||||
var wayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine==null);
|
||||
var wayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine == null);
|
||||
if (wayPoints.Any())
|
||||
{
|
||||
WayPoint wp = wayPoints[Rand.Int(wayPoints.Count, Rand.RandSync.ClientOnly)];
|
||||
|
||||
pos = new Vector2(wp.Rect.X, wp.Rect.Y);
|
||||
pos += Rand.Vector(200.0f, Rand.RandSync.ClientOnly);
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = Rand.Vector(2000.0f, Rand.RandSync.ClientOnly);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = (Vector2)position;
|
||||
}
|
||||
|
||||
|
||||
var prefab = prefabs[Rand.Int(prefabs.Count, Rand.RandSync.ClientOnly)];
|
||||
var prefab = ToolBox.SelectWeightedRandom(availablePrefabs, availablePrefabs.Select(p => p.GetCommonness(level.GenerationParams)).ToList(), Rand.RandSync.ClientOnly);
|
||||
if (prefab == null) { break; }
|
||||
|
||||
int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax, Rand.RandSync.ClientOnly);
|
||||
List<BackgroundCreature> swarmMembers = new List<BackgroundCreature>();
|
||||
|
||||
for (int n = 0; n < amount; n++)
|
||||
{
|
||||
var newSprite = new BackgroundCreature(prefab, pos);
|
||||
activeSprites.Add(newSprite);
|
||||
swarmMembers.Add(newSprite);
|
||||
var creature = new BackgroundCreature(prefab, pos + Rand.Vector(Rand.Range(0.0f, prefab.SwarmRadius, Rand.RandSync.ClientOnly), Rand.RandSync.ClientOnly));
|
||||
creatures.Add(creature);
|
||||
swarmMembers.Add(creature);
|
||||
}
|
||||
if (amount > 0)
|
||||
if (amount > 1)
|
||||
{
|
||||
new Swarm(swarmMembers, prefab.SwarmRadius, prefab.SwarmCohesion);
|
||||
}
|
||||
if (creatures.Count(c => c.Prefab == prefab) > prefab.MaxCount)
|
||||
{
|
||||
availablePrefabs.Remove(prefab);
|
||||
if (availablePrefabs.Count <= 0) { break; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearSprites()
|
||||
public void Clear()
|
||||
{
|
||||
activeSprites.Clear();
|
||||
creatures.Clear();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (checkActiveTimer < 0.0f)
|
||||
if (checkVisibleTimer < 0.0f)
|
||||
{
|
||||
foreach (BackgroundCreature sprite in activeSprites)
|
||||
int margin = 500;
|
||||
foreach (BackgroundCreature creature in creatures)
|
||||
{
|
||||
sprite.Enabled = Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < cam.WorldView.Width &&
|
||||
Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < cam.WorldView.Height;
|
||||
Rectangle extents = creature.GetExtents(cam);
|
||||
bool wasVisible = creature.Visible;
|
||||
creature.Visible =
|
||||
extents.Right >= cam.WorldView.X - margin &&
|
||||
extents.X <= cam.WorldView.Right + margin &&
|
||||
extents.Bottom >= cam.WorldView.Y - cam.WorldView.Height - margin &&
|
||||
extents.Y <= cam.WorldView.Y + margin;
|
||||
}
|
||||
|
||||
checkActiveTimer = CheckActiveInterval;
|
||||
checkVisibleTimer = VisibilityCheckInterval;
|
||||
}
|
||||
else
|
||||
{
|
||||
checkActiveTimer -= deltaTime;
|
||||
checkVisibleTimer -= deltaTime;
|
||||
}
|
||||
|
||||
foreach (BackgroundCreature sprite in activeSprites)
|
||||
foreach (BackgroundCreature creature in creatures)
|
||||
{
|
||||
if (!sprite.Enabled) continue;
|
||||
sprite.Update(deltaTime);
|
||||
if (!creature.Visible) { continue; }
|
||||
creature.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
foreach (BackgroundCreature sprite in activeSprites)
|
||||
foreach (BackgroundCreature creature in creatures)
|
||||
{
|
||||
if (!sprite.Enabled) continue;
|
||||
sprite.Draw(spriteBatch, cam);
|
||||
if (!creature.Visible) { continue; }
|
||||
creature.Draw(spriteBatch, cam);
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawLights(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
foreach (BackgroundCreature creature in creatures)
|
||||
{
|
||||
if (!creature.Visible) { continue; }
|
||||
creature.DrawLightSprite(spriteBatch, cam);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+94
-27
@@ -1,50 +1,117 @@
|
||||
using System.Xml.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class BackgroundCreaturePrefab
|
||||
{
|
||||
public readonly Sprite Sprite;
|
||||
public readonly Sprite Sprite, LightSprite;
|
||||
public readonly DeformableSprite DeformableSprite, DeformableLightSprite;
|
||||
|
||||
public readonly float Speed;
|
||||
public readonly string Name;
|
||||
|
||||
public readonly float WanderAmount;
|
||||
public readonly XElement Config;
|
||||
|
||||
public readonly float WanderZAmount;
|
||||
[Serialize(1.0f, true)]
|
||||
public float Speed { get; private set; }
|
||||
|
||||
public readonly int SwarmMin, SwarmMax;
|
||||
public readonly float SwarmRadius, SwarmCohesion;
|
||||
[Serialize(0.0f, true)]
|
||||
public float WanderAmount { get; private set; }
|
||||
|
||||
public readonly bool DisableRotation;
|
||||
[Serialize(0.0f, true)]
|
||||
public float WanderZAmount { get; private set; }
|
||||
|
||||
[Serialize(1, true)]
|
||||
public int SwarmMin { get; private set; }
|
||||
|
||||
[Serialize(1, true)]
|
||||
public int SwarmMax { get; private set; }
|
||||
|
||||
[Serialize(200.0f, true)]
|
||||
public float SwarmRadius { get; private set; }
|
||||
|
||||
[Serialize(0.2f, true)]
|
||||
public float SwarmCohesion { get; private set; }
|
||||
|
||||
[Serialize(10.0f, true)]
|
||||
public float MinDepth { get; private set; }
|
||||
|
||||
[Serialize(1000.0f, true)]
|
||||
public float MaxDepth { get; private set; }
|
||||
|
||||
[Serialize(false, true)]
|
||||
public bool DisableRotation { get; private set; }
|
||||
|
||||
[Serialize(false, true)]
|
||||
public bool DisableFlipping { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true)]
|
||||
public float Scale { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true)]
|
||||
public float Commonness { get; private set; }
|
||||
|
||||
[Serialize(1000, true)]
|
||||
public int MaxCount { get; private set; }
|
||||
|
||||
[Serialize(0.0f, true)]
|
||||
public float FlashInterval { get; private set; }
|
||||
|
||||
[Serialize(0.0f, true)]
|
||||
public float FlashDuration { get; private set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the commonness of the object in a specific level type.
|
||||
/// Key = name of the level type, value = commonness in that level type.
|
||||
/// </summary>
|
||||
public Dictionary<string, float> OverrideCommonness = new Dictionary<string, float>();
|
||||
|
||||
public readonly float Scale;
|
||||
|
||||
public BackgroundCreaturePrefab(XElement element)
|
||||
{
|
||||
Speed = element.GetAttributeFloat("speed", 1.0f);
|
||||
Name = element.Name.ToString();
|
||||
|
||||
WanderAmount = element.GetAttributeFloat("wanderamount", 0.0f);
|
||||
Config = element;
|
||||
|
||||
WanderZAmount = element.GetAttributeFloat("wanderzamount", 0.0f);
|
||||
|
||||
SwarmMin = element.GetAttributeInt("swarmmin", 1);
|
||||
SwarmMax = element.GetAttributeInt("swarmmax", 1);
|
||||
|
||||
SwarmRadius = element.GetAttributeFloat("swarmradius", 200.0f);
|
||||
SwarmCohesion = element.GetAttributeFloat("swarmcohesion", 0.2f);
|
||||
|
||||
DisableRotation = element.GetAttributeBool("disablerotation", false);
|
||||
|
||||
Scale = element.GetAttributeFloat("scale", 1.0f);
|
||||
SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (!subElement.Name.ToString().Equals("sprite", System.StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
|
||||
Sprite = new Sprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
Sprite = new Sprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "deformablesprite":
|
||||
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "lightsprite":
|
||||
LightSprite = new Sprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "deformablelightsprite":
|
||||
DeformableLightSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "overridecommonness":
|
||||
string levelType = subElement.GetAttributeString("leveltype", "").ToLowerInvariant();
|
||||
if (!OverrideCommonness.ContainsKey(levelType))
|
||||
{
|
||||
OverrideCommonness.Add(levelType, subElement.GetAttributeFloat("commonness", 1.0f));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float GetCommonness(LevelGenerationParams generationParams)
|
||||
{
|
||||
if (generationParams?.Identifier != null &&
|
||||
(OverrideCommonness.TryGetValue(generationParams.Identifier, out float commonness) ||
|
||||
(generationParams.OldIdentifier != null && OverrideCommonness.TryGetValue(generationParams.OldIdentifier, out commonness))))
|
||||
{
|
||||
return commonness;
|
||||
}
|
||||
return Commonness;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -8,72 +9,82 @@ namespace Barotrauma
|
||||
{
|
||||
static partial class CaveGenerator
|
||||
{
|
||||
public static List<VertexPositionTexture> GenerateRenderVerticeList(List<Vector2[]> triangles)
|
||||
public static List<VertexPositionTexture> GenerateWallVertices(List<Vector2[]> triangles, LevelGenerationParams generationParams, float zCoord)
|
||||
{
|
||||
var verticeList = new List<VertexPositionTexture>();
|
||||
var vertices = new List<VertexPositionTexture>();
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
foreach (Vector2 vertex in triangles[i])
|
||||
{
|
||||
//shift the coordinates around a bit to make the texture repetition less obvious
|
||||
Vector2 uvCoords = new Vector2(
|
||||
vertex.X / 2000.0f + (float)Math.Sin(vertex.X / 500.0f) * 0.15f,
|
||||
vertex.Y / 2000.0f + (float)Math.Sin(vertex.Y / 700.0f) * 0.15f);
|
||||
|
||||
verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 1.0f), uvCoords));
|
||||
Vector2 uvCoords = vertex / generationParams.WallTextureSize;
|
||||
vertices.Add(new VertexPositionTexture(new Vector3(vertex, zCoord), uvCoords));
|
||||
}
|
||||
}
|
||||
|
||||
return verticeList;
|
||||
return vertices;
|
||||
}
|
||||
|
||||
public static VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells, Level level)
|
||||
public static List<VertexPositionTexture> GenerateWallEdgeVertices(List<VoronoiCell> cells, Level level, float zCoord)
|
||||
{
|
||||
float outWardThickness = 30.0f;
|
||||
float outWardThickness = level.GenerationParams.WallEdgeExpandOutwardsAmount;
|
||||
|
||||
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
|
||||
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
CompareCCW compare = new CompareCCW(cell.Center);
|
||||
Vector2 minVert = cell.Edges[0].Point1;
|
||||
Vector2 maxVert = cell.Edges[0].Point1;
|
||||
float circumference = 0.0f;
|
||||
foreach (GraphEdge edge in cell.Edges)
|
||||
{
|
||||
if (edge.Cell1 != null && edge.Cell1.Body == null && edge.Cell1.CellType != CellType.Empty) edge.Cell1 = null;
|
||||
if (edge.Cell2 != null && edge.Cell2.Body == null && edge.Cell2.CellType != CellType.Empty) edge.Cell2 = null;
|
||||
|
||||
if (compare.Compare(edge.Point1, edge.Point2) == -1)
|
||||
{
|
||||
var temp = edge.Point1;
|
||||
edge.Point1 = edge.Point2;
|
||||
edge.Point2 = temp;
|
||||
}
|
||||
circumference += Vector2.Distance(edge.Point1, edge.Point2);
|
||||
minVert = new Vector2(
|
||||
Math.Min(minVert.X, edge.Point1.X),
|
||||
Math.Min(minVert.Y, edge.Point1.Y));
|
||||
maxVert = new Vector2(
|
||||
Math.Max(maxVert.X, edge.Point1.X),
|
||||
Math.Max(maxVert.Y, edge.Point1.Y));
|
||||
}
|
||||
}
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
Vector2 center = (minVert + maxVert) / 2;
|
||||
foreach (GraphEdge edge in cell.Edges)
|
||||
{
|
||||
if (!edge.IsSolid) continue;
|
||||
if (!edge.IsSolid) { continue; }
|
||||
|
||||
GraphEdge leftEdge = cell.Edges.Find(e => e != edge && (edge.Point1 == e.Point1 || edge.Point1 == e.Point2));
|
||||
GraphEdge rightEdge = cell.Edges.Find(e => e != edge && (edge.Point2 == e.Point1 || edge.Point2 == e.Point2));
|
||||
GraphEdge leftEdge = cell.Edges.Find(e => e != edge && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
|
||||
var leftAdjacentCell = leftEdge?.AdjacentCell(cell);
|
||||
if (leftAdjacentCell != null)
|
||||
{
|
||||
var adjEdge = leftAdjacentCell.Edges.Find(e => e != leftEdge && e.IsSolid && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
|
||||
if (adjEdge != null) { leftEdge = adjEdge; }
|
||||
}
|
||||
|
||||
GraphEdge rightEdge = cell.Edges.Find(e => e != edge && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
|
||||
var rightAdjacentCell = rightEdge?.AdjacentCell(cell);
|
||||
if (rightAdjacentCell != null)
|
||||
{
|
||||
var adjEdge = rightAdjacentCell.Edges.Find(e => e != rightEdge && e.IsSolid && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
|
||||
if (adjEdge != null) { rightEdge = adjEdge; }
|
||||
}
|
||||
|
||||
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
|
||||
|
||||
float inwardThickness1 = 100;
|
||||
float inwardThickness2 = 100;
|
||||
float inwardThickness1 = level.GenerationParams.WallEdgeExpandInwardsAmount;
|
||||
float inwardThickness2 = level.GenerationParams.WallEdgeExpandInwardsAmount;
|
||||
if (leftEdge != null && !leftEdge.IsSolid)
|
||||
{
|
||||
leftNormal = edge.Point1 == leftEdge.Point1 ?
|
||||
leftNormal = edge.Point1.NearlyEquals(leftEdge.Point1) ?
|
||||
Vector2.Normalize(leftEdge.Point2 - leftEdge.Point1) :
|
||||
Vector2.Normalize(leftEdge.Point1 - leftEdge.Point2);
|
||||
inwardThickness1 = Vector2.Distance(leftEdge.Point1, leftEdge.Point2) / 2;
|
||||
}
|
||||
else if (leftEdge != null)
|
||||
{
|
||||
leftNormal = -Vector2.Normalize(edge.GetNormal(cell) + leftEdge.GetNormal(leftAdjacentCell ?? cell));
|
||||
if (!MathUtils.IsValid(leftNormal)) { leftNormal = -edge.GetNormal(cell); }
|
||||
}
|
||||
else
|
||||
{
|
||||
leftNormal = Vector2.Normalize(cell.Center - edge.Point1);
|
||||
inwardThickness1 = Vector2.Distance(edge.Point1, cell.Center) / 2;
|
||||
}
|
||||
inwardThickness1 = Math.Min(Vector2.Distance(edge.Point1, cell.Center), inwardThickness1);
|
||||
|
||||
if (!MathUtils.IsValid(leftNormal))
|
||||
{
|
||||
@@ -86,7 +97,7 @@ namespace Barotrauma
|
||||
|
||||
if (cell.Body != null)
|
||||
{
|
||||
GameMain.World.Remove(cell.Body);
|
||||
if (GameMain.World.BodyList.Contains(cell.Body)) { GameMain.World.Remove(cell.Body); }
|
||||
cell.Body = null;
|
||||
}
|
||||
leftNormal = Vector2.UnitX;
|
||||
@@ -95,16 +106,20 @@ namespace Barotrauma
|
||||
|
||||
if (rightEdge != null && !rightEdge.IsSolid)
|
||||
{
|
||||
rightNormal = edge.Point2 == rightEdge.Point1 ?
|
||||
rightNormal = edge.Point2.NearlyEquals(rightEdge.Point1) ?
|
||||
Vector2.Normalize(rightEdge.Point2 - rightEdge.Point1) :
|
||||
Vector2.Normalize(rightEdge.Point1 - rightEdge.Point2);
|
||||
inwardThickness2 = Vector2.Distance(rightEdge.Point1, rightEdge.Point2) / 2;
|
||||
}
|
||||
else if (rightEdge != null)
|
||||
{
|
||||
rightNormal = -Vector2.Normalize(edge.GetNormal(cell) + rightEdge.GetNormal(rightAdjacentCell ?? cell));
|
||||
if (!MathUtils.IsValid(rightNormal)) { rightNormal = -edge.GetNormal(cell); }
|
||||
}
|
||||
else
|
||||
{
|
||||
rightNormal = Vector2.Normalize(cell.Center - edge.Point2);
|
||||
inwardThickness2 = Vector2.Distance(edge.Point2, cell.Center) / 2;
|
||||
}
|
||||
inwardThickness2 = Math.Min(Vector2.Distance(edge.Point2, cell.Center), inwardThickness2);
|
||||
|
||||
if (!MathUtils.IsValid(rightNormal))
|
||||
{
|
||||
@@ -117,24 +132,23 @@ namespace Barotrauma
|
||||
|
||||
if (cell.Body != null)
|
||||
{
|
||||
GameMain.World.Remove(cell.Body);
|
||||
if (GameMain.World.BodyList.Contains(cell.Body)) { GameMain.World.Remove(cell.Body); }
|
||||
cell.Body = null;
|
||||
}
|
||||
rightNormal = Vector2.UnitX;
|
||||
break;
|
||||
}
|
||||
|
||||
float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - cell.Center));
|
||||
float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - cell.Center));
|
||||
float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - center));
|
||||
float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - center));
|
||||
//handle wrapping around 0/360
|
||||
if (point1UV - point2UV > MathHelper.Pi)
|
||||
{
|
||||
point2UV += MathHelper.TwoPi;
|
||||
if (point1UV - point2UV > MathHelper.Pi)
|
||||
{
|
||||
point1UV -= MathHelper.TwoPi;
|
||||
}
|
||||
//the texture wraps around the cell 4 times
|
||||
//TODO: define the uv scale in level generation parameters?
|
||||
point1UV = point1UV / MathHelper.TwoPi * 4;
|
||||
point2UV = point2UV / MathHelper.TwoPi * 4;
|
||||
int textureRepeatCount = (int)Math.Max(circumference / 2 / level.GenerationParams.WallEdgeTextureWidth, 1);
|
||||
point1UV = point1UV / MathHelper.TwoPi * textureRepeatCount;
|
||||
point2UV = point2UV / MathHelper.TwoPi * textureRepeatCount;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
@@ -147,9 +161,9 @@ namespace Barotrauma
|
||||
verts[1] = edge.Point2 - rightNormal * outWardThickness;
|
||||
verts[2] = edge.Point1 + leftNormal * inwardThickness1;
|
||||
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(point1UV, 0.0f));
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), new Vector2(point2UV, 0.0f));
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(point1UV, 0.5f));
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 0.0f));
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point1UV, 1.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -158,16 +172,16 @@ namespace Barotrauma
|
||||
verts[1] = edge.Point2 - rightNormal * outWardThickness;
|
||||
verts[2] = edge.Point2 + rightNormal * inwardThickness2;
|
||||
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(point1UV, 0.5f));
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), new Vector2(point2UV, 0.0f));
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(point2UV, 0.5f));
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 1.0f));
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point2UV, 1.0f));
|
||||
}
|
||||
verticeList.AddRange(vertPos);
|
||||
vertices.AddRange(vertPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return verticeList.ToArray();
|
||||
return vertices;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class DestructibleLevelWall : LevelWall, IDamageable
|
||||
{
|
||||
|
||||
public override float Alpha
|
||||
{
|
||||
get
|
||||
{
|
||||
if (FadeOutDuration <= 0.0f || FadeOutTimer < FadeOutDuration - 1.0f) { return 1.0f; }
|
||||
return MathHelper.Clamp(FadeOutDuration - FadeOutTimer, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
partial void AddDamageProjSpecific(float damage, Vector2 worldPosition)
|
||||
{
|
||||
if (damage <= 0.0f) { return; }
|
||||
Vector2 particlePos = worldPosition;
|
||||
if (!Cells.Any(c => c.IsPointInside(particlePos)))
|
||||
{
|
||||
bool intersectionFound = false;
|
||||
foreach (var cell in Cells)
|
||||
{
|
||||
foreach (var edge in cell.Edges)
|
||||
{
|
||||
if (MathUtils.GetLineIntersection(worldPosition, cell.Center, edge.Point1 + cell.Translation, edge.Point2 + cell.Translation, out Vector2 intersection))
|
||||
{
|
||||
intersectionFound = true;
|
||||
particlePos = intersection;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (intersectionFound) { break; }
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 particleDir = particlePos - WorldPosition;
|
||||
if (particleDir.LengthSquared() > 0.0001f) { particleDir = Vector2.Normalize(particleDir); }
|
||||
int particleAmount = MathHelper.Clamp((int)damage, 1, 10);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
var particle = GameMain.ParticleManager.CreateParticle("iceshards",
|
||||
particlePos + Rand.Vector(5.0f),
|
||||
particleDir * Rand.Range(200.0f, 500.0f) + Rand.Vector(100.0f));
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDamage(float damage)
|
||||
{
|
||||
Damage = damage;
|
||||
if (Damage >= MaxHealth && !Destroyed)
|
||||
{
|
||||
CreateFragments();
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,8 @@ namespace Barotrauma
|
||||
|
||||
private BackgroundCreatureManager backgroundCreatureManager;
|
||||
|
||||
public BackgroundCreatureManager BackgroundCreatureManager => backgroundCreatureManager;
|
||||
|
||||
public LevelRenderer Renderer => renderer;
|
||||
|
||||
public void ReloadTextures()
|
||||
@@ -33,14 +35,6 @@ namespace Barotrauma
|
||||
uniqueSprites.Add(sprite);
|
||||
}
|
||||
}
|
||||
foreach (Sprite specularSprite in levelObj.Prefab.SpecularSprites)
|
||||
{
|
||||
if (!uniqueTextures.Contains(specularSprite.Texture))
|
||||
{
|
||||
uniqueTextures.Add(specularSprite.Texture);
|
||||
uniqueSprites.Add(specularSprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Sprite sprite in uniqueSprites)
|
||||
@@ -51,7 +45,7 @@ namespace Barotrauma
|
||||
|
||||
public void DrawFront(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (renderer == null) return;
|
||||
if (renderer == null) { return; }
|
||||
renderer.Draw(spriteBatch, cam);
|
||||
|
||||
if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
|
||||
@@ -123,22 +117,34 @@ namespace Barotrauma
|
||||
if (renderer == null) return;
|
||||
renderer.DrawBackground(spriteBatch, cam, LevelObjectManager, backgroundCreatureManager);
|
||||
}
|
||||
|
||||
|
||||
public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
|
||||
{
|
||||
foreach (LevelWall levelWall in ExtraWalls)
|
||||
bool isGlobalUpdate = msg.ReadBoolean();
|
||||
if (isGlobalUpdate)
|
||||
{
|
||||
if (levelWall.Body.BodyType == BodyType.Static) continue;
|
||||
|
||||
Vector2 bodyPos = new Vector2(
|
||||
msg.ReadSingle(),
|
||||
msg.ReadSingle());
|
||||
|
||||
levelWall.MoveState = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 16);
|
||||
|
||||
if (Vector2.DistanceSquared(bodyPos, levelWall.Body.Position) > 0.5f)
|
||||
foreach (LevelWall levelWall in ExtraWalls)
|
||||
{
|
||||
levelWall.Body.SetTransformIgnoreContacts(ref bodyPos, levelWall.Body.Rotation);
|
||||
if (levelWall.Body.BodyType == BodyType.Static) { continue; }
|
||||
|
||||
Vector2 bodyPos = new Vector2(
|
||||
msg.ReadSingle(),
|
||||
msg.ReadSingle());
|
||||
levelWall.MoveState = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 16);
|
||||
DestructibleLevelWall destructibleWall = levelWall as DestructibleLevelWall;
|
||||
if (Vector2.DistanceSquared(bodyPos, levelWall.Body.Position) > 0.5f && (destructibleWall == null || !destructibleWall.Destroyed))
|
||||
{
|
||||
levelWall.Body.SetTransformIgnoreContacts(ref bodyPos, levelWall.Body.Rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int index = msg.ReadUInt16();
|
||||
byte damageByte = msg.ReadByte();
|
||||
if (index < ExtraWalls.Count && ExtraWalls[index] is DestructibleLevelWall destructibleWall)
|
||||
{
|
||||
destructibleWall.SetDamage(destructibleWall.MaxHealth * damageByte / 255.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
using Barotrauma.Lights;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using Barotrauma.Sounds;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.SpriteDeformations;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.SpriteDeformations;
|
||||
using System.Linq;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -74,10 +74,21 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool VisibleOnSonar
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float SonarRadius
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
Sprite?.EnsureLazyLoaded();
|
||||
SpecularSprite?.EnsureLazyLoaded();
|
||||
Prefab.DeformableSprite?.EnsureLazyLoaded();
|
||||
|
||||
CurrentSwingAmount = Prefab.SwingAmountRad;
|
||||
@@ -98,7 +109,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (Prefab.LightSourceParams != null)
|
||||
if (Prefab.LightSourceParams != null && Prefab.LightSourceParams.Count > 0)
|
||||
{
|
||||
LightSources = new LightSource[Prefab.LightSourceParams.Count];
|
||||
LightSourceTriggers = new LevelTrigger[Prefab.LightSourceParams.Count];
|
||||
@@ -138,6 +149,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
VisibleOnSonar = Prefab.SonarDisruption > 0.0f || Prefab.OverrideProperties.Any(p => p != null && p.SonarDisruption > 0.0f) ||
|
||||
(Triggers != null && Triggers.Any(t => !MathUtils.NearlyEqual(t.Force, Vector2.Zero) && t.ForceMode != LevelTrigger.TriggerForceMode.LimitVelocity || !string.IsNullOrWhiteSpace(t.InfectIdentifier)));
|
||||
if (VisibleOnSonar && Triggers.Any())
|
||||
{
|
||||
SonarRadius = Triggers.Select(t => t.ColliderRadius * 1.5f).Max();
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
@@ -232,17 +250,21 @@ namespace Barotrauma
|
||||
deformation.Update(deltaTime);
|
||||
}
|
||||
CurrentSpriteDeformation = SpriteDeformation.GetDeformation(spriteDeformations, ActivePrefab.DeformableSprite.Size);
|
||||
foreach (LightSource lightSource in LightSources)
|
||||
if (LightSources != null)
|
||||
{
|
||||
if (lightSource?.DeformableLightSprite != null)
|
||||
foreach (LightSource lightSource in LightSources)
|
||||
{
|
||||
lightSource.DeformableLightSprite.Deform(CurrentSpriteDeformation);
|
||||
if (lightSource?.DeformableLightSprite != null)
|
||||
{
|
||||
lightSource.DeformableLightSprite.Deform(CurrentSpriteDeformation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdatePositionalDeformation(PositionalDeformation positionalDeformation, float deltaTime)
|
||||
{
|
||||
if (Triggers == null) { return; }
|
||||
Matrix matrix = ActivePrefab.DeformableSprite.GetTransform(
|
||||
Position,
|
||||
ActivePrefab.DeformableSprite.Origin,
|
||||
@@ -258,7 +280,7 @@ namespace Barotrauma
|
||||
Vector2 moveAmount = triggerer.WorldPosition - trigger.TriggererPosition[triggerer];
|
||||
|
||||
moveAmount = Vector2.Transform(moveAmount, rotationMatrix);
|
||||
moveAmount /= (ActivePrefab.DeformableSprite.Size * Scale);
|
||||
moveAmount /= ActivePrefab.DeformableSprite.Size * Scale;
|
||||
moveAmount.Y = -moveAmount.Y;
|
||||
|
||||
positionalDeformation.Deform(trigger.WorldPosition, moveAmount, deltaTime, Matrix.Invert(matrix) *
|
||||
@@ -269,9 +291,10 @@ namespace Barotrauma
|
||||
|
||||
public void ClientRead(IReadMessage msg)
|
||||
{
|
||||
if (Triggers == null) { return; }
|
||||
for (int i = 0; i < Triggers.Count; i++)
|
||||
{
|
||||
if (!Triggers[i].UseNetworkSyncing) continue;
|
||||
if (!Triggers[i].UseNetworkSyncing) { continue; }
|
||||
Triggers[i].ClientRead(msg);
|
||||
}
|
||||
}
|
||||
|
||||
+32
-8
@@ -12,6 +12,8 @@ namespace Barotrauma
|
||||
private readonly List<LevelObject> visibleObjectsBack = new List<LevelObject>();
|
||||
private readonly List<LevelObject> visibleObjectsFront = new List<LevelObject>();
|
||||
|
||||
private double NextRefreshTime;
|
||||
|
||||
//Maximum number of visible objects drawn at once. Should be large enough to not have an effect during normal gameplay,
|
||||
//but small enough to prevent wrecking performance when zooming out very far
|
||||
const int MaxVisibleObjects = 500;
|
||||
@@ -38,11 +40,13 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Checks which level objects are in camera view and adds them to the visibleObjects lists
|
||||
/// </summary>
|
||||
private void RefreshVisibleObjects(Rectangle currentIndices)
|
||||
private void RefreshVisibleObjects(Rectangle currentIndices, float zoom)
|
||||
{
|
||||
visibleObjectsBack.Clear();
|
||||
visibleObjectsFront.Clear();
|
||||
|
||||
float minSizeToDraw = MathHelper.Lerp(10.0f, 5.0f, Math.Min(zoom * 20.0f, 1.0f));
|
||||
|
||||
for (int x = currentIndices.X; x <= currentIndices.Width; x++)
|
||||
{
|
||||
for (int y = currentIndices.Y; y <= currentIndices.Height; y++)
|
||||
@@ -50,6 +54,22 @@ namespace Barotrauma
|
||||
if (objectGrid[x, y] == null) { continue; }
|
||||
foreach (LevelObject obj in objectGrid[x, y])
|
||||
{
|
||||
if (zoom < 0.05f)
|
||||
{
|
||||
//hide if the sprite is very small when zoomed this far out
|
||||
if ((obj.Sprite != null && Math.Min(obj.Sprite.size.X * zoom, obj.Sprite.size.Y * zoom) < 5.0f) ||
|
||||
(obj.ActivePrefab?.DeformableSprite != null && Math.Min(obj.ActivePrefab.DeformableSprite.Sprite.size.X * zoom, obj.ActivePrefab.DeformableSprite.Sprite.size.Y * zoom) < minSizeToDraw))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float zCutoff = MathHelper.Lerp(5000.0f, 500.0f, (0.05f - zoom) * 20.0f);
|
||||
if (obj.Position.Z > zCutoff)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
var objectList = obj.Position.Z >= 0 ? visibleObjectsBack : visibleObjectsFront;
|
||||
int drawOrderIndex = 0;
|
||||
for (int i = 0; i < objectList.Count; i++)
|
||||
@@ -83,7 +103,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
public void DrawObjects(SpriteBatch spriteBatch, Camera cam, bool drawFront, bool specular = false)
|
||||
public void DrawObjects(SpriteBatch spriteBatch, Camera cam, bool drawFront)
|
||||
{
|
||||
Rectangle indices = Rectangle.Empty;
|
||||
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
|
||||
@@ -102,9 +122,14 @@ namespace Barotrauma
|
||||
indices.Height = Math.Min(indices.Height, objectGrid.GetLength(1) - 1);
|
||||
|
||||
float z = 0.0f;
|
||||
if (currentGridIndices != indices)
|
||||
if (currentGridIndices != indices && Timing.TotalTime > NextRefreshTime)
|
||||
{
|
||||
RefreshVisibleObjects(indices);
|
||||
RefreshVisibleObjects(indices, cam.Zoom);
|
||||
if (cam.Zoom < 0.1f)
|
||||
{
|
||||
//when zoomed very far out, refresh a little less often
|
||||
NextRefreshTime = Timing.TotalTime + MathHelper.Lerp(1.0f, 0.0f, cam.Zoom * 10.0f);
|
||||
}
|
||||
}
|
||||
|
||||
var objectList = drawFront ? visibleObjectsFront : visibleObjectsBack;
|
||||
@@ -113,19 +138,17 @@ namespace Barotrauma
|
||||
Vector2 camDiff = new Vector2(obj.Position.X, obj.Position.Y) - cam.WorldViewCenter;
|
||||
camDiff.Y = -camDiff.Y;
|
||||
|
||||
Sprite activeSprite = specular ? obj.SpecularSprite : obj.Sprite;
|
||||
Sprite activeSprite = obj.Sprite;
|
||||
activeSprite?.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(obj.Position.X, -obj.Position.Y) - camDiff * obj.Position.Z / 10000.0f,
|
||||
Color.Lerp(Color.White, Level.Loaded.BackgroundTextureColor, obj.Position.Z / 5000.0f),
|
||||
Color.Lerp(Color.White, Level.Loaded.BackgroundTextureColor, obj.Position.Z / 3000.0f),
|
||||
activeSprite.Origin,
|
||||
obj.CurrentRotation,
|
||||
obj.CurrentScale,
|
||||
SpriteEffects.None,
|
||||
z);
|
||||
|
||||
if (specular) continue;
|
||||
|
||||
if (obj.ActivePrefab.DeformableSprite != null)
|
||||
{
|
||||
if (obj.CurrentSpriteDeformation != null)
|
||||
@@ -149,6 +172,7 @@ namespace Barotrauma
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(obj.Position.X, -obj.Position.Y), new Vector2(10.0f, 10.0f), GUI.Style.Red, true);
|
||||
|
||||
if (obj.Triggers == null) { continue; }
|
||||
foreach (LevelTrigger trigger in obj.Triggers)
|
||||
{
|
||||
if (trigger.PhysicsBody == null) continue;
|
||||
|
||||
+25
-6
@@ -126,7 +126,6 @@ namespace Barotrauma
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "childobject":
|
||||
case "lightsource":
|
||||
subElement.Remove();
|
||||
break;
|
||||
case "deformablesprite":
|
||||
@@ -141,11 +140,31 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
foreach (LightSourceParams lightSourceParams in LightSourceParams)
|
||||
for (int i = 0; i < LightSourceParams.Count; i++)
|
||||
{
|
||||
var lightElement = new XElement("LightSource");
|
||||
SerializableProperty.SerializeProperties(lightSourceParams, lightElement);
|
||||
element.Add(lightElement);
|
||||
int elementIndex = 0;
|
||||
bool wasSaved = false;
|
||||
foreach (XElement subElement in element.Elements().ToList())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "lightsource":
|
||||
if (elementIndex == i)
|
||||
{
|
||||
SerializableProperty.SerializeProperties(LightSourceParams[i], subElement);
|
||||
wasSaved = true;
|
||||
break;
|
||||
}
|
||||
elementIndex++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!wasSaved)
|
||||
{
|
||||
var lightElement = new XElement("LightSource");
|
||||
SerializableProperty.SerializeProperties(LightSourceParams[i], lightElement);
|
||||
element.Add(lightElement);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (ChildObject childObj in ChildObjects)
|
||||
@@ -162,7 +181,7 @@ namespace Barotrauma
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().Equals("overridecommonness", System.StringComparison.OrdinalIgnoreCase)
|
||||
&& subElement.GetAttributeString("leveltype", "") == overrideCommonness.Key)
|
||||
&& subElement.GetAttributeString("leveltype", "").Equals(overrideCommonness.Key, System.StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
subElement.Attribute("commonness").Value = overrideCommonness.Value.ToString("G", CultureInfo.InvariantCulture);
|
||||
elementFound = true;
|
||||
|
||||
@@ -3,10 +3,68 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class LevelWallVertexBuffer : IDisposable
|
||||
{
|
||||
public VertexBuffer WallEdgeBuffer, WallBuffer;
|
||||
public readonly Texture2D WallTexture, EdgeTexture;
|
||||
private VertexPositionColorTexture[] wallVertices;
|
||||
private VertexPositionColorTexture[] wallEdgeVertices;
|
||||
|
||||
public bool IsDisposed
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public LevelWallVertexBuffer(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
{
|
||||
this.wallVertices = LevelRenderer.GetColoredVertices(wallVertices, color);
|
||||
WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
|
||||
WallBuffer.SetData(this.wallVertices);
|
||||
WallTexture = wallTexture;
|
||||
|
||||
this.wallEdgeVertices = LevelRenderer.GetColoredVertices(wallEdgeVertices, color);
|
||||
WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
|
||||
WallEdgeBuffer.SetData(this.wallEdgeVertices);
|
||||
EdgeTexture = edgeTexture;
|
||||
}
|
||||
|
||||
public void Append(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Color color)
|
||||
{
|
||||
WallBuffer.Dispose();
|
||||
WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallVertices.Length + wallVertices.Length, BufferUsage.WriteOnly);
|
||||
int originalWallVertexCount = this.wallVertices.Length;
|
||||
Array.Resize(ref this.wallVertices, originalWallVertexCount + wallVertices.Length);
|
||||
Array.Copy(LevelRenderer.GetColoredVertices(wallVertices, color), 0, this.wallVertices, originalWallVertexCount, wallVertices.Length);
|
||||
WallBuffer.SetData(this.wallVertices);
|
||||
|
||||
WallEdgeBuffer.Dispose();
|
||||
WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallEdgeVertices.Length + wallEdgeVertices.Length, BufferUsage.WriteOnly);
|
||||
int originalWallEdgeVertexCount = this.wallEdgeVertices.Length;
|
||||
Array.Resize(ref this.wallEdgeVertices, originalWallEdgeVertexCount + wallEdgeVertices.Length);
|
||||
Array.Copy(LevelRenderer.GetColoredVertices(wallEdgeVertices, color), 0, this.wallEdgeVertices, originalWallEdgeVertexCount, wallEdgeVertices.Length);
|
||||
WallEdgeBuffer.SetData(this.wallEdgeVertices);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
IsDisposed = true;
|
||||
WallEdgeBuffer?.Dispose();
|
||||
WallBuffer?.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
class LevelRenderer : IDisposable
|
||||
{
|
||||
private static BasicEffect wallEdgeEffect, wallCenterEffect;
|
||||
@@ -15,11 +73,11 @@ namespace Barotrauma
|
||||
private Vector2 defaultDustVelocity;
|
||||
private Vector2 dustVelocity;
|
||||
|
||||
private RasterizerState cullNone;
|
||||
private readonly RasterizerState cullNone;
|
||||
|
||||
private Level level;
|
||||
private readonly Level level;
|
||||
|
||||
private VertexBuffer wallVertices, bodyVertices;
|
||||
private readonly List<LevelWallVertexBuffer> vertexBuffers = new List<LevelWallVertexBuffer>();
|
||||
|
||||
public LevelRenderer(Level level)
|
||||
{
|
||||
@@ -68,6 +126,7 @@ namespace Barotrauma
|
||||
Vector2 currentDustVel = defaultDustVelocity;
|
||||
foreach (LevelObject levelObject in level.LevelObjectManager.GetVisibleObjects())
|
||||
{
|
||||
if (levelObject.Triggers == null) { continue; }
|
||||
//use the largest water flow velocity of all the triggers
|
||||
Vector2 objectMaxFlow = Vector2.Zero;
|
||||
foreach (LevelTrigger trigger in levelObject.Triggers)
|
||||
@@ -94,7 +153,6 @@ namespace Barotrauma
|
||||
while (dustOffset.Y <= -waterTextureSize.Y) dustOffset.Y += waterTextureSize.Y;
|
||||
while (dustOffset.Y >= waterTextureSize.Y) dustOffset.Y -= waterTextureSize.Y;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
|
||||
@@ -107,38 +165,27 @@ namespace Barotrauma
|
||||
return verts;
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionTexture[] vertices, Color color)
|
||||
public void SetVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
{
|
||||
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
wallVertices.SetData(GetColoredVertices(vertices, color));
|
||||
var existingBuffer = vertexBuffers.Find(vb => vb.WallTexture == wallTexture && vb.EdgeTexture == edgeTexture);
|
||||
if (existingBuffer != null)
|
||||
{
|
||||
existingBuffer.Append(wallVertices, wallEdgeVertices,color);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color));
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBodyVertices(VertexPositionTexture[] vertices, Color color)
|
||||
{
|
||||
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
bodyVertices.SetData(GetColoredVertices(vertices, color));
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionColorTexture[] vertices)
|
||||
{
|
||||
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length,BufferUsage.WriteOnly);
|
||||
wallVertices.SetData(vertices);
|
||||
}
|
||||
|
||||
public void SetBodyVertices(VertexPositionColorTexture[] vertices)
|
||||
{
|
||||
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
bodyVertices.SetData(vertices);
|
||||
}
|
||||
|
||||
public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
|
||||
LevelObjectManager backgroundSpriteManager = null,
|
||||
public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
|
||||
LevelObjectManager backgroundSpriteManager = null,
|
||||
BackgroundCreatureManager backgroundCreatureManager = null)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
|
||||
|
||||
Vector2 backgroundPos = cam.WorldViewCenter;
|
||||
|
||||
|
||||
backgroundPos.Y = -backgroundPos.Y;
|
||||
backgroundPos *= 0.05f;
|
||||
|
||||
@@ -173,10 +220,13 @@ namespace Barotrauma
|
||||
SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
|
||||
cam.Transform);
|
||||
|
||||
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawObjects(spriteBatch, cam, drawFront: false);
|
||||
if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch, cam);
|
||||
backgroundSpriteManager?.DrawObjects(spriteBatch, cam, drawFront: false);
|
||||
if (cam.Zoom > 0.05f)
|
||||
{
|
||||
backgroundCreatureManager?.Draw(spriteBatch, cam);
|
||||
}
|
||||
|
||||
if (level.GenerationParams.WaterParticles != null)
|
||||
if (level.GenerationParams.WaterParticles != null && cam.Zoom > 0.05f)
|
||||
{
|
||||
float textureScale = level.GenerationParams.WaterParticleScale;
|
||||
|
||||
@@ -216,7 +266,7 @@ namespace Barotrauma
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
RenderWalls(GameMain.Instance.GraphicsDevice, cam, specular: false);
|
||||
RenderWalls(GameMain.Instance.GraphicsDevice, cam);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.NonPremultiplied,
|
||||
@@ -243,7 +293,8 @@ namespace Barotrauma
|
||||
foreach (GraphEdge edge in cell.Edges)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, new Vector2(edge.Point1.X + cell.Translation.X, -(edge.Point1.Y + cell.Translation.Y)),
|
||||
new Vector2(edge.Point2.X + cell.Translation.X, -(edge.Point2.Y + cell.Translation.Y)), cell.Body == null ? Color.Cyan * 0.5f : Color.White);
|
||||
new Vector2(edge.Point2.X + cell.Translation.X, -(edge.Point2.Y + cell.Translation.Y)), edge.NextToCave ? Color.Red : (cell.Body == null ? Color.Cyan * 0.5f : (edge.IsSolid ? Color.White : Color.Gray)),
|
||||
width: edge.NextToCave ? 8 :1);
|
||||
}
|
||||
|
||||
foreach (Vector2 point in cell.BodyVertices)
|
||||
@@ -252,7 +303,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
foreach (List<Point> nodeList in level.SmallTunnels)
|
||||
/*foreach (List<Point> nodeList in level.SmallTunnels)
|
||||
{
|
||||
for (int i = 1; i < nodeList.Count; i++)
|
||||
{
|
||||
@@ -261,7 +312,7 @@ namespace Barotrauma
|
||||
new Vector2(nodeList[i].X, -nodeList[i].Y),
|
||||
Color.Lerp(Color.Yellow, GUI.Style.Red, i / (float)nodeList.Count), 0, 10);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
foreach (var ruin in level.Ruins)
|
||||
{
|
||||
@@ -270,108 +321,142 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Vector2 pos = new Vector2(0.0f, -level.Size.Y);
|
||||
|
||||
if (cam.WorldView.Y >= -pos.Y - 1024)
|
||||
{
|
||||
pos.X = cam.WorldView.X -1024;
|
||||
int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * 1024);
|
||||
int topBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
|
||||
int topBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,new Rectangle(
|
||||
(int)(MathUtils.Round(pos.X, 1024)),
|
||||
-cam.WorldView.Y,
|
||||
width,
|
||||
(int)(cam.WorldView.Y + pos.Y) - 30),
|
||||
pos.X = cam.WorldView.X - topBarrierWidth;
|
||||
int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * topBarrierWidth);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(
|
||||
(int)MathUtils.Round(pos.X, topBarrierWidth),
|
||||
-cam.WorldView.Y,
|
||||
width,
|
||||
(int)(cam.WorldView.Y + pos.Y) - 60),
|
||||
Color.Black, true);
|
||||
|
||||
spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
|
||||
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)pos.Y-1000, width, 1024),
|
||||
new Rectangle(0, 0, width, -1024),
|
||||
level.BackgroundTextureColor, 0.0f,
|
||||
new Rectangle((int)MathUtils.Round(pos.X, topBarrierWidth), (int)(pos.Y - topBarrierHeight + level.GenerationParams.WallEdgeExpandOutwardsAmount), width, topBarrierHeight),
|
||||
new Rectangle(0, 0, width, -topBarrierHeight),
|
||||
GameMain.LightManager?.LightingEnabled ?? false ? GameMain.LightManager.AmbientLight : level.WallColor, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
if (cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024)
|
||||
{
|
||||
pos = new Vector2(cam.WorldView.X - 1024, -level.BottomPos);
|
||||
|
||||
int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * 1024);
|
||||
int bottomBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
|
||||
int bottomBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
|
||||
pos = new Vector2(cam.WorldView.X - bottomBarrierWidth, -level.BottomPos);
|
||||
int width = (int)(Math.Ceiling(cam.WorldView.Width / bottomBarrierWidth + 4.0f) * bottomBarrierWidth);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(
|
||||
(int)(MathUtils.Round(pos.X, 1024)),
|
||||
(int)-(level.BottomPos - 30),
|
||||
width,
|
||||
(int)(level.BottomPos - (cam.WorldView.Y - cam.WorldView.Height))),
|
||||
(int)(MathUtils.Round(pos.X, bottomBarrierWidth)),
|
||||
-(level.BottomPos - 60),
|
||||
width,
|
||||
level.BottomPos - (cam.WorldView.Y - cam.WorldView.Height)),
|
||||
Color.Black, true);
|
||||
|
||||
spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
|
||||
new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-level.BottomPos, width, 1024),
|
||||
new Rectangle(0, 0, width, -1024),
|
||||
level.BackgroundTextureColor, 0.0f,
|
||||
new Rectangle((int)MathUtils.Round(pos.X, bottomBarrierWidth), -level.BottomPos - (int)level.GenerationParams.WallEdgeExpandOutwardsAmount, width, bottomBarrierHeight),
|
||||
new Rectangle(0, 0, width, -bottomBarrierHeight),
|
||||
GameMain.LightManager?.LightingEnabled ?? false ? GameMain.LightManager.AmbientLight : level.WallColor, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.FlipVertically, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam, bool specular)
|
||||
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
|
||||
{
|
||||
if (wallVertices == null) return;
|
||||
if (!vertexBuffers.Any()) { return; }
|
||||
|
||||
bool renderLevel = cam.WorldView.Y >= 0.0f;
|
||||
bool renderSeaFloor = cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024;
|
||||
|
||||
if (!renderLevel && !renderSeaFloor) return;
|
||||
var defaultRasterizerState = graphicsDevice.RasterizerState;
|
||||
|
||||
Matrix transformMatrix = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
|
||||
|
||||
wallEdgeEffect.Texture = specular && level.GenerationParams.WallEdgeSpriteSpecular != null ?
|
||||
level.GenerationParams.WallEdgeSpriteSpecular.Texture :
|
||||
level.GenerationParams.WallEdgeSprite.Texture;
|
||||
wallEdgeEffect.World = transformMatrix;
|
||||
wallCenterEffect.Texture = specular && level.GenerationParams.WallSpriteSpecular != null ?
|
||||
level.GenerationParams.WallSpriteSpecular.Texture :
|
||||
level.GenerationParams.WallSprite.Texture;
|
||||
wallCenterEffect.World = transformMatrix;
|
||||
|
||||
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
if (renderLevel)
|
||||
{
|
||||
graphicsDevice.SetVertexBuffer(bodyVertices);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
|
||||
}
|
||||
|
||||
foreach (LevelWall wall in level.ExtraWalls)
|
||||
{
|
||||
if (!renderSeaFloor && wall == level.SeaFloor) continue;
|
||||
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.BodyVertices);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.BodyVertices.VertexCount / 3.0f));
|
||||
}
|
||||
|
||||
var defaultRasterizerState = graphicsDevice.RasterizerState;
|
||||
graphicsDevice.RasterizerState = cullNone;
|
||||
wallEdgeEffect.World = transformMatrix;
|
||||
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
if (renderLevel)
|
||||
//render destructible walls
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wallVertices);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wallVertices.VertexCount / 3.0f));
|
||||
var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
|
||||
foreach (LevelWall wall in wallList)
|
||||
{
|
||||
if (!(wall is DestructibleLevelWall destructibleWall) || destructibleWall.Destroyed) { continue; }
|
||||
|
||||
wallCenterEffect.Texture = level.GenerationParams.DestructibleWallSprite?.Texture ?? level.GenerationParams.WallSprite.Texture;
|
||||
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallCenterEffect.Alpha = wall.Alpha;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.WallBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallBuffer.VertexCount / 3.0f));
|
||||
|
||||
if (destructibleWall.Damage > 0.0f)
|
||||
{
|
||||
wallCenterEffect.Texture = level.GenerationParams.WallSpriteDestroyed.Texture;
|
||||
wallCenterEffect.Alpha = MathHelper.Lerp(0.2f, 1.0f, destructibleWall.Damage / destructibleWall.MaxHealth) * wall.Alpha;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
|
||||
}
|
||||
|
||||
wallEdgeEffect.Texture = level.GenerationParams.DestructibleWallEdgeSprite?.Texture ?? level.GenerationParams.WallEdgeSprite.Texture;
|
||||
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallEdgeEffect.Alpha = wall.Alpha;
|
||||
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.WallEdgeBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
|
||||
}
|
||||
}
|
||||
foreach (LevelWall wall in level.ExtraWalls)
|
||||
|
||||
wallEdgeEffect.Alpha = 1.0f;
|
||||
wallCenterEffect.Alpha = 1.0f;
|
||||
|
||||
wallCenterEffect.World = transformMatrix;
|
||||
wallEdgeEffect.World = transformMatrix;
|
||||
|
||||
//render static walls
|
||||
foreach (var vertexBuffer in vertexBuffers)
|
||||
{
|
||||
if (!renderSeaFloor && wall == level.SeaFloor) continue;
|
||||
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallCenterEffect.Texture = vertexBuffer.WallTexture;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(vertexBuffer.WallBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallBuffer.VertexCount / 3.0f));
|
||||
|
||||
wallEdgeEffect.Texture = vertexBuffer.EdgeTexture;
|
||||
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.WallVertices);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallVertices.VertexCount / 3.0f));
|
||||
graphicsDevice.SetVertexBuffer(vertexBuffer.WallEdgeBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallEdgeBuffer.VertexCount / 3.0f));
|
||||
}
|
||||
|
||||
wallCenterEffect.Texture = level.GenerationParams.WallSprite.Texture;
|
||||
wallEdgeEffect.Texture = level.GenerationParams.WallEdgeSprite.Texture;
|
||||
|
||||
//render non-destructible extra walls
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
|
||||
foreach (LevelWall wall in wallList)
|
||||
{
|
||||
if (wall is DestructibleLevelWall) { continue; }
|
||||
//TODO: use LevelWallVertexBuffers for extra walls as well
|
||||
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallCenterEffect.Alpha = wall.Alpha;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.WallBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallBuffer.VertexCount / 3.0f));
|
||||
|
||||
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallEdgeEffect.Alpha = wall.Alpha;
|
||||
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.WallEdgeBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
|
||||
}
|
||||
}
|
||||
|
||||
graphicsDevice.RasterizerState = defaultRasterizerState;
|
||||
}
|
||||
|
||||
@@ -383,8 +468,11 @@ namespace Barotrauma
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (wallVertices != null) wallVertices.Dispose();
|
||||
if (bodyVertices != null) bodyVertices.Dispose();
|
||||
foreach (var vertexBuffer in vertexBuffers)
|
||||
{
|
||||
vertexBuffer.Dispose();
|
||||
}
|
||||
vertexBuffers.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,55 +2,44 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelWall : IDisposable
|
||||
{
|
||||
private VertexBuffer wallVertices, bodyVertices;
|
||||
public LevelWallVertexBuffer VertexBuffer { get; private set; }
|
||||
|
||||
public VertexBuffer WallVertices
|
||||
{
|
||||
get { return wallVertices; }
|
||||
}
|
||||
public VertexBuffer WallBuffer { get { return VertexBuffer.WallBuffer; } }
|
||||
|
||||
public VertexBuffer BodyVertices
|
||||
{
|
||||
get { return bodyVertices; }
|
||||
}
|
||||
public VertexBuffer WallEdgeBuffer { get { return VertexBuffer.WallEdgeBuffer; } }
|
||||
|
||||
public virtual float Alpha => 1.0f;
|
||||
|
||||
public Matrix GetTransform()
|
||||
{
|
||||
return body.BodyType == BodyType.Static ?
|
||||
Matrix.Identity :
|
||||
Matrix.CreateRotationZ(body.Rotation) *
|
||||
Matrix.CreateTranslation(new Vector3(ConvertUnits.ToDisplayUnits(body.Position), 0.0f));
|
||||
return Body.FixedRotation ?
|
||||
Matrix.CreateTranslation(new Vector3(ConvertUnits.ToDisplayUnits(Body.Position), 0.0f)) :
|
||||
Matrix.CreateRotationZ(Body.Rotation) *
|
||||
Matrix.CreateTranslation(new Vector3(ConvertUnits.ToDisplayUnits(Body.Position), 0.0f));
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionTexture[] vertices, Color color)
|
||||
public void SetWallVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
{
|
||||
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
wallVertices.SetData(LevelRenderer.GetColoredVertices(vertices, color));
|
||||
if (VertexBuffer != null && !VertexBuffer.IsDisposed) { VertexBuffer.Dispose(); }
|
||||
VertexBuffer = new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color);
|
||||
}
|
||||
|
||||
public void SetBodyVertices(VertexPositionTexture[] vertices, Color color)
|
||||
public void GenerateVertices()
|
||||
{
|
||||
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
bodyVertices.SetData(LevelRenderer.GetColoredVertices(vertices, color));
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionColorTexture[] vertices)
|
||||
{
|
||||
if (wallVertices != null && !wallVertices.IsDisposed) wallVertices.Dispose();
|
||||
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
wallVertices.SetData(vertices);
|
||||
}
|
||||
|
||||
public void SetBodyVertices(VertexPositionColorTexture[] vertices)
|
||||
{
|
||||
if (bodyVertices != null && !bodyVertices.IsDisposed) bodyVertices.Dispose();
|
||||
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
bodyVertices.SetData(vertices);
|
||||
float zCoord = this is DestructibleLevelWall ? Rand.Range(0.9f, 1.0f) : 0.9f;
|
||||
List<VertexPositionTexture> wallVertices = CaveGenerator.GenerateWallVertices(triangles, level.GenerationParams, zCoord);
|
||||
SetWallVertices(
|
||||
wallVertices.ToArray(),
|
||||
CaveGenerator.GenerateWallEdgeVertices(Cells, level, zCoord).ToArray(),
|
||||
level.GenerationParams.WallSprite.Texture,
|
||||
level.GenerationParams.WallEdgeSprite.Texture,
|
||||
color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -132,7 +132,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public void AddLight(LightSource light)
|
||||
{
|
||||
if (!lights.Contains(light)) lights.Add(light);
|
||||
if (!lights.Contains(light)) { lights.Add(light); }
|
||||
}
|
||||
|
||||
public void RemoveLight(LightSource light)
|
||||
@@ -151,7 +151,16 @@ namespace Barotrauma.Lights
|
||||
|
||||
private readonly List<LightSource> activeLights = new List<LightSource>(capacity: 100);
|
||||
|
||||
public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (!light.Enabled) { continue; }
|
||||
light.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void RenderLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, RenderTarget2D backgroundObstructor = null)
|
||||
{
|
||||
if (!LightingEnabled) { return; }
|
||||
|
||||
@@ -203,9 +212,9 @@ namespace Barotrauma.Lights
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform);
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (light.IsBackground) { continue; }
|
||||
if (light.IsBackground || light.CurrentBrightness <= 0.0f) { continue; }
|
||||
//draw limb lights at this point, because they were skipped over previously to prevent them from being obstructed
|
||||
if (light.ParentBody?.UserData is Limb) { light.DrawSprite(spriteBatch, cam); }
|
||||
if (light.ParentBody?.UserData is Limb limb && !limb.Hide) { light.DrawSprite(spriteBatch, cam); }
|
||||
}
|
||||
spriteBatch.End();
|
||||
|
||||
@@ -215,9 +224,10 @@ namespace Barotrauma.Lights
|
||||
graphics.Clear(AmbientLight);
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
|
||||
Level.Loaded?.BackgroundCreatureManager?.DrawLights(spriteBatch, cam);
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (!light.IsBackground) { continue; }
|
||||
if (!light.IsBackground || light.CurrentBrightness <= 0.0f) { continue; }
|
||||
light.DrawSprite(spriteBatch, cam);
|
||||
light.DrawLightVolume(spriteBatch, lightEffect, transform);
|
||||
}
|
||||
@@ -262,7 +272,7 @@ namespace Barotrauma.Lights
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
//don't draw limb lights at this point, they need to be drawn after lights have been obstructed by characters
|
||||
if (light.IsBackground || light.ParentBody?.UserData is Limb) { continue; }
|
||||
if (light.IsBackground || light.ParentBody?.UserData is Limb || light.CurrentBrightness <= 0.0f) { continue; }
|
||||
light.DrawSprite(spriteBatch, cam);
|
||||
}
|
||||
spriteBatch.End();
|
||||
@@ -327,7 +337,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
foreach (LightSource light in activeLights)
|
||||
{
|
||||
if (light.IsBackground) { continue; }
|
||||
if (light.IsBackground || light.CurrentBrightness <= 0.0f) { continue; }
|
||||
light.DrawLightVolume(spriteBatch, lightEffect, transform);
|
||||
}
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
namespace Barotrauma.Lights
|
||||
{
|
||||
class LightSourceParams : ISerializableEntity
|
||||
@@ -33,7 +32,7 @@ namespace Barotrauma.Lights
|
||||
get { return range; }
|
||||
set
|
||||
{
|
||||
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
range = MathHelper.Clamp(value, 0.0f, 4096.0f);
|
||||
TextureRange = range;
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
@@ -49,7 +48,63 @@ namespace Barotrauma.Lights
|
||||
|
||||
[Serialize("0, 0", true), Editable(ValueStep = 1, DecimalCount = 1, MinValueFloat = -1000f, MaxValueFloat = 1000f)]
|
||||
public Vector2 Offset { get; set; }
|
||||
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = -360, MaxValueFloat = 360, ValueStep = 1, DecimalCount = 0)]
|
||||
public float Rotation { get; set; }
|
||||
|
||||
public Vector2 GetOffset() => Vector2.Transform(Offset, Matrix.CreateRotationZ(Rotation));
|
||||
|
||||
private float flicker;
|
||||
[Editable, Serialize(0.0f, false, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
|
||||
public float Flicker
|
||||
{
|
||||
get { return flicker; }
|
||||
set
|
||||
{
|
||||
flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, Serialize(1.0f, false, description: "How fast the light flickers.")]
|
||||
public float FlickerSpeed
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private float pulseFrequency;
|
||||
[Editable, Serialize(0.0f, true, description: "How rapidly the light pulsates (in Hz). 0 = no blinking.")]
|
||||
public float PulseFrequency
|
||||
{
|
||||
get { return pulseFrequency; }
|
||||
set
|
||||
{
|
||||
pulseFrequency = MathHelper.Clamp(value, 0.0f, 60.0f);
|
||||
}
|
||||
}
|
||||
|
||||
private float pulseAmount;
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.0f, true, description: "How much light pulsates (in Hz). 0 = not at all, 1 = alternates between full brightness and off.")]
|
||||
public float PulseAmount
|
||||
{
|
||||
get { return pulseAmount; }
|
||||
set
|
||||
{
|
||||
pulseAmount = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
private float blinkFrequency;
|
||||
[Editable, Serialize(0.0f, true, description: "How rapidly the light blinks on and off (in Hz). 0 = no blinking.")]
|
||||
public float BlinkFrequency
|
||||
{
|
||||
get { return blinkFrequency; }
|
||||
set
|
||||
{
|
||||
blinkFrequency = MathHelper.Clamp(value, 0.0f, 60.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public float TextureRange
|
||||
{
|
||||
get;
|
||||
@@ -88,6 +143,7 @@ namespace Barotrauma.Lights
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
case "lightsprite":
|
||||
{
|
||||
LightSprite = new Sprite(subElement);
|
||||
float spriteAlpha = subElement.GetAttributeFloat("alpha", -1.0f);
|
||||
@@ -144,6 +200,8 @@ namespace Barotrauma.Lights
|
||||
|
||||
private static Texture2D lightTexture;
|
||||
|
||||
private float blinkTimer, flickerState, pulseState;
|
||||
|
||||
private VertexPositionColorTexture[] vertices;
|
||||
private short[] indices;
|
||||
|
||||
@@ -296,6 +354,12 @@ namespace Barotrauma.Lights
|
||||
get { return lightSourceParams.Color; }
|
||||
set { lightSourceParams.Color = value; }
|
||||
}
|
||||
|
||||
public float CurrentBrightness
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float Range
|
||||
{
|
||||
@@ -402,7 +466,33 @@ namespace Barotrauma.Lights
|
||||
texture = LightTexture;
|
||||
diffToSub = new Dictionary<Submarine, Vector2>();
|
||||
if (addLight) { GameMain.LightManager.AddLight(this); }
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
float brightness = 1.0f;
|
||||
if (lightSourceParams.BlinkFrequency > 0.0f)
|
||||
{
|
||||
blinkTimer = (blinkTimer + deltaTime * lightSourceParams.BlinkFrequency) % 1.0f;
|
||||
if (blinkTimer > 0.5f)
|
||||
{
|
||||
CurrentBrightness = 0.0f;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (lightSourceParams.PulseFrequency > 0.0f && lightSourceParams.PulseAmount > 0.0f)
|
||||
{
|
||||
pulseState = (pulseState + deltaTime * lightSourceParams.PulseFrequency) % 1.0f;
|
||||
//oscillate between 0-1
|
||||
brightness *= 1.0f - (float)(Math.Sin(pulseState * MathHelper.TwoPi) + 1.0f) / 2.0f * lightSourceParams.PulseAmount;
|
||||
}
|
||||
if (lightSourceParams.Flicker > 0.0f)
|
||||
{
|
||||
flickerState += deltaTime * lightSourceParams.FlickerSpeed;
|
||||
flickerState %= 255;
|
||||
brightness *= 1.0f - PerlinNoise.GetPerlin(flickerState, flickerState * 0.5f) * lightSourceParams.Flicker;
|
||||
}
|
||||
CurrentBrightness = brightness;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -508,13 +598,12 @@ namespace Barotrauma.Lights
|
||||
|
||||
//recalculate vertices if the subs have moved > 5 px relative to each other
|
||||
Vector2 diff = ParentSub.WorldPosition - sub.WorldPosition;
|
||||
Vector2 prevDiff;
|
||||
if (!diffToSub.TryGetValue(sub, out prevDiff))
|
||||
if (!diffToSub.TryGetValue(sub, out Vector2 prevDiff))
|
||||
{
|
||||
diffToSub.Add(sub, diff);
|
||||
NeedsRecalculation = true;
|
||||
}
|
||||
else if (Vector2.DistanceSquared(diff, prevDiff) > 5.0f*5.0f)
|
||||
else if (Vector2.DistanceSquared(diff, prevDiff) > 5.0f * 5.0f)
|
||||
{
|
||||
diffToSub[sub] = diff;
|
||||
NeedsRecalculation = true;
|
||||
@@ -884,7 +973,12 @@ namespace Barotrauma.Lights
|
||||
overrideTextureDims = new Vector2(OverrideLightTexture.SourceRect.Width, OverrideLightTexture.SourceRect.Height);
|
||||
|
||||
Vector2 origin = OverrideLightTextureOrigin;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally) { origin.X = OverrideLightTexture.SourceRect.Width - origin.X; }
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = OverrideLightTexture.SourceRect.Width - origin.X;
|
||||
cosAngle = -cosAngle;
|
||||
sinAngle = -sinAngle;
|
||||
}
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically) { origin.Y = OverrideLightTexture.SourceRect.Height - origin.Y; }
|
||||
uvOffset = (origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
|
||||
}
|
||||
@@ -1021,7 +1115,7 @@ namespace Barotrauma.Lights
|
||||
lightVolumeBuffer.SetData<VertexPositionColorTexture>(vertices, 0, vertexCount);
|
||||
lightVolumeIndexBuffer.SetData<short>(indices, 0, indexCount);
|
||||
|
||||
Vector2 GetUV(Vector2 vert, SpriteEffects effects)
|
||||
static Vector2 GetUV(Vector2 vert, SpriteEffects effects)
|
||||
{
|
||||
if (effects == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
@@ -1098,7 +1192,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (DeformableLightSprite != null)
|
||||
{
|
||||
Vector2 origin = DeformableLightSprite.Origin + LightSourceParams.Offset;
|
||||
Vector2 origin = DeformableLightSprite.Origin + LightSourceParams.GetOffset();
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null)
|
||||
{
|
||||
@@ -1115,14 +1209,14 @@ namespace Barotrauma.Lights
|
||||
|
||||
DeformableLightSprite.Draw(
|
||||
cam, new Vector3(drawPos, 0.0f),
|
||||
origin, -Rotation, SpriteScale,
|
||||
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
origin, -Rotation + MathHelper.ToRadians(LightSourceParams.Rotation), SpriteScale,
|
||||
new Color(Color, (lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f) * CurrentBrightness),
|
||||
LightSpriteEffect == SpriteEffects.FlipVertically);
|
||||
}
|
||||
|
||||
if (LightSprite != null)
|
||||
{
|
||||
Vector2 origin = LightSprite.Origin + LightSourceParams.Offset;
|
||||
Vector2 origin = LightSprite.Origin + LightSourceParams.GetOffset();
|
||||
if ((LightSpriteEffect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
@@ -1140,9 +1234,9 @@ namespace Barotrauma.Lights
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
LightSprite.Draw(
|
||||
spriteBatch, drawPos,
|
||||
new Color(Color, lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f),
|
||||
origin, -Rotation, SpriteScale, LightSpriteEffect);
|
||||
spriteBatch, drawPos,
|
||||
new Color(Color, (lightSourceParams.OverrideLightSpriteAlpha ?? Color.A / 255.0f) * CurrentBrightness),
|
||||
origin, -Rotation + MathHelper.ToRadians(LightSourceParams.Rotation), SpriteScale, LightSpriteEffect);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
|
||||
@@ -1185,7 +1279,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
public void DrawLightVolume(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
|
||||
{
|
||||
if (Range < 1.0f || Color.A < 1) { return; }
|
||||
if (Range < 1.0f || Color.A < 1 || CurrentBrightness <= 0.0f) { return; }
|
||||
|
||||
if (CastShadows)
|
||||
{
|
||||
@@ -1207,7 +1301,7 @@ namespace Barotrauma.Lights
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
spriteBatch.Draw(currentTexture, drawPos, null, Color, -rotation, center, scale, SpriteEffects.None, 1);
|
||||
spriteBatch.Draw(currentTexture, drawPos, null, Color.Multiply(CurrentBrightness), -rotation, center, scale, SpriteEffects.None, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1229,7 +1323,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (vertexCount == 0) { return; }
|
||||
|
||||
lightEffect.DiffuseColor = (new Vector3(Color.R, Color.G, Color.B) * (Color.A / 255.0f)) / 255.0f;
|
||||
lightEffect.DiffuseColor = (new Vector3(Color.R, Color.G, Color.B) * (Color.A / 255.0f * CurrentBrightness)) / 255.0f;
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
lightEffect.Texture = OverrideLightTexture.Texture;
|
||||
|
||||
@@ -63,6 +63,8 @@ namespace Barotrauma
|
||||
private Sprite[,] mapTiles;
|
||||
private bool[,] tileDiscovered;
|
||||
|
||||
private Pair<Rectangle, string> connectionTooltip;
|
||||
|
||||
#if DEBUG
|
||||
private GUIComponent editor;
|
||||
|
||||
@@ -410,6 +412,8 @@ namespace Barotrauma
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, GUICustomComponent mapContainer)
|
||||
{
|
||||
connectionTooltip = null;
|
||||
|
||||
Rectangle rect = mapContainer.Rect;
|
||||
|
||||
Vector2 viewSize = new Vector2(rect.Width / zoom, rect.Height / zoom);
|
||||
@@ -639,6 +643,10 @@ namespace Barotrauma
|
||||
{
|
||||
GUIComponent.DrawToolTip(spriteBatch, tooltip.Second, tooltip.First);
|
||||
}
|
||||
if (connectionTooltip != null)
|
||||
{
|
||||
GUIComponent.DrawToolTip(spriteBatch, connectionTooltip.Second, connectionTooltip.First);
|
||||
}
|
||||
spriteBatch.End();
|
||||
GameMain.Instance.GraphicsDevice.ScissorRectangle = prevScissorRect;
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable);
|
||||
@@ -689,12 +697,16 @@ namespace Barotrauma
|
||||
int startIndex = connection.CrackSegments.Count > 2 ? 1 : 0;
|
||||
int endIndex = connection.CrackSegments.Count > 2 ? connection.CrackSegments.Count - 1 : connection.CrackSegments.Count;
|
||||
|
||||
Vector2? connectionStart = null;
|
||||
Vector2? connectionEnd = null;
|
||||
for (int i = startIndex; i < endIndex; i++)
|
||||
{
|
||||
var segment = connection.CrackSegments[i];
|
||||
|
||||
Vector2 start = rectCenter + (segment[0] + viewOffset) * zoom;
|
||||
Vector2 end = rectCenter + (segment[1] + viewOffset) * zoom;
|
||||
if (!connectionStart.HasValue) { connectionStart = start; }
|
||||
Vector2 end = rectCenter + (segment[1] + viewOffset) * zoom;
|
||||
connectionEnd = end;
|
||||
|
||||
if (!viewArea.Contains(start) && !viewArea.Contains(end))
|
||||
{
|
||||
@@ -734,6 +746,59 @@ namespace Barotrauma
|
||||
connectionSprite.SourceRect, connectionColor * a, MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0, connectionSprite.size.Y / 2), SpriteEffects.None, 0.01f);
|
||||
}
|
||||
if (connectionStart.HasValue && connectionEnd.HasValue)
|
||||
{
|
||||
GUIComponentStyle crushDepthWarningIconStyle = null;
|
||||
string tooltip = null;
|
||||
var subCrushDepth = Submarine.MainSub?.RealWorldCrushDepth ?? Level.DefaultRealWorldCrushDepth;
|
||||
if (GameMain.GameSession?.Campaign?.UpgradeManager != null)
|
||||
{
|
||||
var hullUpgradePrefab = UpgradePrefab.Find("increasewallhealth");
|
||||
if (hullUpgradePrefab != null)
|
||||
{
|
||||
int pendingLevel = GameMain.GameSession.Campaign.UpgradeManager.GetUpgradeLevel(hullUpgradePrefab, hullUpgradePrefab.UpgradeCategories.First());
|
||||
int currentLevel = GameMain.GameSession.Campaign.UpgradeManager.GetRealUpgradeLevel(hullUpgradePrefab, hullUpgradePrefab.UpgradeCategories.First());
|
||||
if (pendingLevel > currentLevel)
|
||||
{
|
||||
string updateValueStr = hullUpgradePrefab.SourceElement?.Element("Structure")?.GetAttributeString("crushdepth", null);
|
||||
if (!string.IsNullOrEmpty(updateValueStr))
|
||||
{
|
||||
subCrushDepth = PropertyReference.CalculateUpgrade(subCrushDepth, pendingLevel - currentLevel, updateValueStr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (connection.LevelData.InitialDepth * Physics.DisplayToRealWorldRatio > subCrushDepth)
|
||||
{
|
||||
crushDepthWarningIconStyle = GUI.Style.GetComponentStyle("CrushDepthWarningHighIcon");
|
||||
tooltip = "crushdepthwarninghigh";
|
||||
}
|
||||
else if ((connection.LevelData.InitialDepth + connection.LevelData.Size.Y) * Physics.DisplayToRealWorldRatio > subCrushDepth)
|
||||
{
|
||||
crushDepthWarningIconStyle = GUI.Style.GetComponentStyle("CrushDepthWarningLowIcon");
|
||||
tooltip = "crushdepthwarninglow";
|
||||
}
|
||||
|
||||
if (crushDepthWarningIconStyle != null)
|
||||
{
|
||||
Vector2 iconPos = (connectionStart.Value + connectionEnd.Value) / 2;
|
||||
float iconSize = 32.0f * GUI.Scale;
|
||||
bool mouseOn = HighlightedLocation == null && Vector2.DistanceSquared(iconPos, PlayerInput.MousePosition) < iconSize * iconSize;
|
||||
Sprite crushDepthWarningIcon = crushDepthWarningIconStyle.GetDefaultSprite();
|
||||
crushDepthWarningIcon.Draw(spriteBatch, iconPos,
|
||||
mouseOn ? crushDepthWarningIconStyle.HoverColor : crushDepthWarningIconStyle.Color,
|
||||
scale: iconSize / crushDepthWarningIcon.size.X);
|
||||
if (mouseOn)
|
||||
{
|
||||
connectionTooltip = new Pair<Rectangle, string>(
|
||||
new Rectangle(iconPos.ToPoint(), new Point((int)iconSize)),
|
||||
TextManager.Get(tooltip)
|
||||
.Replace("[initialdepth]", ((int)(connection.LevelData.InitialDepth * Physics.DisplayToRealWorldRatio)).ToString())
|
||||
.Replace("[submarinecrushdepth]", ((int)subCrushDepth).ToString()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw && zoom > 1.0f && generationParams.ShowLevelTypeNames)
|
||||
{
|
||||
|
||||
@@ -114,6 +114,18 @@ namespace Barotrauma
|
||||
public MapEntity ReplacedBy;
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch, bool editing, bool back = true) { }
|
||||
|
||||
/// <summary>
|
||||
/// A method that modifies the draw depth to prevent z-fighting between entities with the same sprite depth
|
||||
/// </summary>
|
||||
public float GetDrawDepth(float baseDepth, Sprite sprite)
|
||||
{
|
||||
float depth = baseDepth
|
||||
//take texture into account to get entities with (roughly) the same base depth and texture to render consecutively to minimize texture swaps
|
||||
+ (sprite?.Texture?.SortingKey ?? 0) % 100 * 0.00001f
|
||||
+ ID % 100 * 0.000001f;
|
||||
return Math.Min(depth, 1.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the selection logic in submarine editor
|
||||
@@ -329,8 +341,8 @@ namespace Barotrauma
|
||||
{
|
||||
var clones = Clone(selectedList).Where(c => c != null).ToList();
|
||||
selectedList = clones;
|
||||
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(clones, false));
|
||||
selectedList.ForEach(c => c.Move(moveAmount));
|
||||
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(clones, false));
|
||||
}
|
||||
else // move
|
||||
{
|
||||
@@ -897,10 +909,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (entities.Count == 0) { return; }
|
||||
|
||||
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(new List<MapEntity>(entities), true));
|
||||
|
||||
CopyEntities(entities);
|
||||
|
||||
|
||||
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(new List<MapEntity>(entities), true));
|
||||
|
||||
entities.ForEach(e => { if (!e.Removed) { e.Remove(); } });
|
||||
entities.Clear();
|
||||
}
|
||||
@@ -913,7 +925,6 @@ namespace Barotrauma
|
||||
Clone(copiedList);
|
||||
|
||||
var clones = mapEntityList.Except(prevEntities).ToList();
|
||||
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(clones, false));
|
||||
var nonWireClones = clones.Where(c => !(c is Item item) || item.GetComponent<Wire>() == null);
|
||||
if (!nonWireClones.Any()) { nonWireClones = clones; }
|
||||
|
||||
@@ -929,6 +940,8 @@ namespace Barotrauma
|
||||
clone.Move(moveAmount);
|
||||
clone.Submarine = Submarine.MainSub;
|
||||
}
|
||||
|
||||
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(clones, false, handleInventoryBehavior: false));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -222,9 +222,7 @@ namespace Barotrauma
|
||||
|
||||
public float GetDrawDepth()
|
||||
{
|
||||
float depth = SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth;
|
||||
depth -= (ID % 255) * 0.000001f;
|
||||
return depth;
|
||||
return GetDrawDepth(SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth, prefab.sprite);
|
||||
}
|
||||
|
||||
private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
|
||||
@@ -238,6 +236,7 @@ namespace Barotrauma
|
||||
else if (HiddenInGame) { return; }
|
||||
|
||||
Color color = IsHighlighted ? GUI.Style.Orange : spriteColor;
|
||||
|
||||
if (IsSelected && editing)
|
||||
{
|
||||
//color = Color.Lerp(color, Color.Gold, 0.5f);
|
||||
@@ -253,15 +252,19 @@ namespace Barotrauma
|
||||
thickness: Math.Max(1, (int)(2 / Screen.Selected.Cam.Zoom)));
|
||||
}
|
||||
|
||||
bool isWiringMode = editing && SubEditorScreen.TransparentWiringMode && SubEditorScreen.IsWiringMode();
|
||||
|
||||
if (isWiringMode) { color *= 0.15f; }
|
||||
|
||||
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
|
||||
|
||||
float depth = GetDrawDepth();
|
||||
|
||||
Vector2 textureOffset = this.textureOffset;
|
||||
if (FlippedX) textureOffset.X = -textureOffset.X;
|
||||
if (FlippedY) textureOffset.Y = -textureOffset.Y;
|
||||
if (FlippedX) { textureOffset.X = -textureOffset.X; }
|
||||
if (FlippedY) { textureOffset.Y = -textureOffset.Y; }
|
||||
|
||||
if (back && damageEffect == null)
|
||||
if (back && damageEffect == null && !isWiringMode)
|
||||
{
|
||||
if (Prefab.BackgroundSprite != null)
|
||||
{
|
||||
@@ -299,7 +302,7 @@ namespace Barotrauma
|
||||
color: Prefab.BackgroundSpriteColor,
|
||||
textureScale: TextureScale * Scale,
|
||||
startOffset: backGroundOffset,
|
||||
depth: Math.Max(Prefab.BackgroundSprite.Depth + (ID % 255) * 0.000001f, depth + 0.000001f));
|
||||
depth: Math.Max(GetDrawDepth(Prefab.BackgroundSprite.Depth, Prefab.BackgroundSprite), depth + 0.000001f));
|
||||
|
||||
if (UseDropShadow)
|
||||
{
|
||||
@@ -324,6 +327,7 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < Sections.Length; i++)
|
||||
{
|
||||
Rectangle drawSection = Sections[i].rect;
|
||||
if (damageEffect != null)
|
||||
{
|
||||
float newCutoff = MathHelper.Lerp(0.0f, 0.65f, Sections[i].damage / MaxHealth);
|
||||
@@ -340,21 +344,30 @@ namespace Barotrauma
|
||||
Submarine.DamageEffectColor = color;
|
||||
}
|
||||
}
|
||||
if (!HasDamage && i == 0)
|
||||
{
|
||||
drawSection = new Rectangle(
|
||||
drawSection.X,
|
||||
drawSection.Y,
|
||||
Sections[Sections.Length -1 ].rect.Right - drawSection.X,
|
||||
drawSection.Y - (Sections[Sections.Length - 1].rect.Y - Sections[Sections.Length - 1].rect.Height));
|
||||
i = Sections.Length;
|
||||
}
|
||||
|
||||
Vector2 sectionOffset = new Vector2(
|
||||
Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
|
||||
Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
|
||||
Math.Abs(rect.Location.X - drawSection.Location.X),
|
||||
Math.Abs(rect.Location.Y - drawSection.Location.Y));
|
||||
|
||||
if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
|
||||
if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
|
||||
if (FlippedX && IsHorizontal) { sectionOffset.X = drawSection.Right - rect.Right; }
|
||||
if (FlippedY && !IsHorizontal) { sectionOffset.Y = (rect.Y - rect.Height) - (drawSection.Y - drawSection.Height); }
|
||||
|
||||
sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
|
||||
sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
|
||||
|
||||
prefab.sprite.DrawTiled(
|
||||
spriteBatch,
|
||||
new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
|
||||
new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
|
||||
new Vector2(drawSection.X + drawOffset.X, -(drawSection.Y + drawOffset.Y)),
|
||||
new Vector2(drawSection.Width, drawSection.Height),
|
||||
color: color,
|
||||
startOffset: sectionOffset,
|
||||
depth: depth,
|
||||
|
||||
@@ -394,12 +394,10 @@ namespace Barotrauma
|
||||
float expandY = MathHelper.Lerp(30.0f, 0.0f, normalizedDistY);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
horizontalLine,
|
||||
new Vector2(topLeft.X - expandX, -bottomRight.Y + i * GridSize.Y),
|
||||
new Vector2(bottomRight.X + expandX, -bottomRight.Y + i * GridSize.Y),
|
||||
Color.White * (1.0f - normalizedDistY) * alpha, depth: 0.6f, width: 3);
|
||||
GUI.DrawLine(spriteBatch,
|
||||
verticalLine,
|
||||
new Vector2(topLeft.X + i * GridSize.X, -topLeft.Y + expandY),
|
||||
new Vector2(topLeft.X + i * GridSize.X, -bottomRight.Y - expandY),
|
||||
Color.White * (1.0f - normalizedDistX) * alpha, depth: 0.6f, width: 3);
|
||||
|
||||
@@ -10,10 +10,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.Client == null) { return; }
|
||||
|
||||
Vector2 newVelocity = Body.LinearVelocity;
|
||||
Vector2 newPosition = Body.SimPosition;
|
||||
|
||||
Body.CorrectPosition(positionBuffer, out newPosition, out newVelocity, out _, out _);
|
||||
Body.CorrectPosition(positionBuffer, out Vector2 newPosition, out Vector2 newVelocity, out _, out _);
|
||||
Vector2 moveAmount = ConvertUnits.ToDisplayUnits(newPosition - Body.SimPosition);
|
||||
newVelocity = newVelocity.ClampLength(100.0f);
|
||||
if (!MathUtils.IsValid(newVelocity) || moveAmount.LengthSquared() < 0.0001f)
|
||||
@@ -24,12 +21,12 @@ namespace Barotrauma
|
||||
List<Submarine> subsToMove = submarine.GetConnectedSubs();
|
||||
foreach (Submarine dockedSub in subsToMove)
|
||||
{
|
||||
if (dockedSub == submarine) continue;
|
||||
if (dockedSub == submarine) { continue; }
|
||||
//clear the position buffer of the docked subs to prevent unnecessary position corrections
|
||||
dockedSub.SubBody.positionBuffer.Clear();
|
||||
}
|
||||
|
||||
Submarine closestSub = null;
|
||||
Submarine closestSub;
|
||||
if (Character.Controlled == null)
|
||||
{
|
||||
closestSub = Submarine.FindClosest(GameMain.GameScreen.Cam.Position);
|
||||
@@ -63,5 +60,33 @@ namespace Barotrauma
|
||||
if (Character.Controlled != null) Character.Controlled.CursorPosition += moveAmount;
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayDamageSounds(Dictionary<Structure, float> damagedStructures, Vector2 impactSimPos, float impact, string soundTag)
|
||||
{
|
||||
if (impact < MinCollisionImpact) { return; }
|
||||
|
||||
//play a damage sound for the structure that took the most damage
|
||||
float maxDamage = 0.0f;
|
||||
Structure maxDamageStructure = null;
|
||||
foreach (KeyValuePair<Structure, float> structureDamage in damagedStructures)
|
||||
{
|
||||
if (maxDamageStructure == null || structureDamage.Value > maxDamage)
|
||||
{
|
||||
maxDamage = structureDamage.Value;
|
||||
maxDamageStructure = structureDamage.Key;
|
||||
}
|
||||
}
|
||||
|
||||
if (maxDamageStructure != null)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound(
|
||||
soundTag,
|
||||
impact * 10.0f,
|
||||
ConvertUnits.ToDisplayUnits(impactSimPos),
|
||||
MathHelper.Lerp(2000.0f, 10000.0f, (impact - MinCollisionImpact) / 2.0f),
|
||||
maxDamageStructure.Tags);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user