using Barotrauma.Lights; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using Barotrauma.Networking; namespace Barotrauma { partial class FireSource { static Sound fireSoundBasic, fireSoundLarge; private LightSource lightSource; private void UpdateProjSpecific(float growModifier) { if (hull.FireSources.Any(fs => fs != this && fs.size.X > size.X)) { if (basicSoundIndex > 0) { Sounds.SoundManager.Stop(basicSoundIndex); basicSoundIndex = -1; } if (largeSoundIndex > 0) { Sounds.SoundManager.Stop(largeSoundIndex); largeSoundIndex = -1; } } else { if (fireSoundBasic != null) { basicSoundIndex = fireSoundBasic.Loop(basicSoundIndex, Math.Min(size.X / 100.0f, 1.0f), WorldPosition + size / 2.0f, 1000.0f); } if (fireSoundLarge != null) { largeSoundIndex = fireSoundLarge.Loop(largeSoundIndex, MathHelper.Clamp((size.X - 200.0f) / 100.0f, 0.0f, 1.0f), WorldPosition + size / 2.0f, 1000.0f); } } float count = Rand.Range(0.0f, size.X / 50.0f); for (int i = 0; i < count; i++) { Vector2 particlePos = new Vector2( WorldPosition.X + Rand.Range(0.0f, size.X), 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); var particle = GameMain.ParticleManager.CreateParticle("flame", particlePos, particleVel, 0.0f, hull); if (particle == null) continue; //make some of the particles create another firesource when they enter another hull if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull; particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f); if (Rand.Int(5) == 1) { var smokeParticle = GameMain.ParticleManager.CreateParticle("smoke", particlePos, new Vector2(particleVel.X, particleVel.Y * 0.1f), 0.0f, hull); if (smokeParticle != null) { smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f); } } } lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f; lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f); lightSource.Position = position + Vector2.UnitY * 30.0f; } } }