LOS can be disabled through the console, slightly brighter default LOS color

This commit is contained in:
Regalis
2016-10-13 16:02:54 +03:00
parent 506ef2f2aa
commit fbf4b4fcad
+5 -4
View File
@@ -321,7 +321,7 @@ namespace Barotrauma
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive); GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
spriteBatch.End(); spriteBatch.End();
if (Character.Controlled != null) if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
{ {
graphics.SetRenderTarget(renderTarget); graphics.SetRenderTarget(renderTarget);
spriteBatch.Begin(SpriteSortMode.Deferred, spriteBatch.Begin(SpriteSortMode.Deferred,
@@ -394,15 +394,16 @@ namespace Barotrauma
spriteBatch.End(); spriteBatch.End();
if (Character.Controlled != null) if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
{ {
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false); GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false);
spriteBatch.Begin(SpriteSortMode.Immediate, spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend); BlendState.AlphaBlend);
float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.1f); float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
new Color(r, Math.Max(0.07f-r*0.07f/0.1f,0.0f), Math.Max(0.1f - r, 0.0f), 1.0f)); Color.Lerp(new Color(0.1f, 0.1f, 0.1f), Color.Red, r));
spriteBatch.End(); spriteBatch.End();
} }