using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace Barotrauma.Lights { class LightSource { private static Texture2D lightTexture; public List hullsInRange; private Color color; private float range; private Texture2D texture; public Sprite LightSprite; public Entity Submarine; //what was the range of the light when HullsInRange were last updated private float prevHullUpdateRange; private Vector2 prevHullUpdatePosition; private Vector2 position; public Vector2 Position { get { return position; } set { if (position == value) return; position = value; if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return; UpdateHullsInRange(); prevHullUpdatePosition = position; } } public Vector2 WorldPosition { get { return (Submarine == null) ? position : position + Submarine.Position; } } public static Texture2D LightTexture { get { if (lightTexture == null) { lightTexture = TextureLoader.FromFile("Content/Lights/light.png"); } return lightTexture; } } public Color Color { get { return color; } set { color = value; } } public float Range { get { return range; } set { range = MathHelper.Clamp(value, 0.0f, 2048.0f); if (Math.Abs(prevHullUpdateRange - range)<5.0f) return; UpdateHullsInRange(); prevHullUpdateRange = range; } } public LightSource (XElement element) :this(Vector2.Zero, 100.0f, Color.White, null) { float range = ToolBox.GetAttributeFloat(element, "range", 100.0f); Color color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One)); foreach (XElement subElement in element.Elements()) { if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue; LightSprite = new Sprite(subElement); LightSprite.Origin = LightSprite.size / 2.0f; } } public LightSource(Vector2 position, float range, Color color, Submarine submarine) { hullsInRange = new List(); this.Submarine = submarine; this.position = position; this.range = range; this.color = color; texture = LightTexture; GameMain.LightManager.AddLight(this); } public void UpdateHullsInRange() { hullsInRange.Clear(); if (range < 1.0f || color.A < 0.01f) return; foreach (ConvexHull ch in ConvexHull.list) { if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox)) hullsInRange.Add(ch); } } public void Draw(SpriteBatch spriteBatch) { if (range > 1.0f) { Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2); float scale = range / (lightTexture.Width / 2.0f); spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color, 0, center, scale, SpriteEffects.None, 1); } if (LightSprite != null) { LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color); } } public void Remove() { if (LightSprite != null) LightSprite.Remove(); GameMain.LightManager.RemoveLight(this); } } }