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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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namespace Subsurface.Items.Components
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{
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class LightComponent : ItemComponent
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{
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private Color lightColor;
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private Sprite sprite;
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[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
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public string LightColor
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{
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get { return ToolBox.Vector4ToString(lightColor.ToVector4()); }
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set
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{
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lightColor = new Color(ToolBox.ParseToVector4(value));
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}
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}
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public LightComponent(Item item, XElement element)
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: base (item, element)
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{
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() != "sprite") continue;
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sprite = new Sprite(subElement);
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break;
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}
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//lightColor = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (!isActive || sprite==null) return;
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sprite.Draw(spriteBatch, new Vector2(item.Position.X, -item.Position.Y), 0.0f, 1.0f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender)
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{
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switch (connection.name)
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{
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case "toggle":
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isActive = !isActive;
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break;
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case "set_state":
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isActive = (signal == "0") ? false : true;
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break;
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}
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}
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}
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}
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