using Barotrauma.Networking; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; namespace Barotrauma.Items.Components { partial class ElectricalDischarger : Powered { private static SpriteSheet electricitySprite; private int frameOffset; partial void InitProjSpecific() { if (electricitySprite == null) { electricitySprite = new SpriteSheet("Content/Lights/Electricity.png", 4, 4, new Vector2(0.5f, 0.0f)); } } partial void DischargeProjSpecific() { PlaySound(ActionType.OnUse); foreach (Node node in nodes) { GameMain.ParticleManager.CreateParticle("swirlysmoke", node.WorldPosition, Vector2.Zero); } } public void DrawElectricity(SpriteBatch spriteBatch) { for (int i = 0; i < nodes.Count; i++) { if (nodes[i].Length <= 1.0f) continue; var node = nodes[i]; electricitySprite.Draw(spriteBatch, (i + frameOffset) % electricitySprite.FrameCount, new Vector2(node.WorldPosition.X, -node.WorldPosition.Y), Color.Lerp(Color.LightBlue, Color.White, Rand.Range(0.0f, 1.0f)), electricitySprite.Origin, -node.Angle - MathHelper.PiOver2, new Vector2( Math.Min(node.Length / electricitySprite.FrameSize.X, 1.0f) * Rand.Range(0.5f, 2.0f), node.Length / electricitySprite.FrameSize.Y) * Rand.Range(1.0f, 1.2f)); } if (GameMain.DebugDraw) { for (int i = 0; i < nodes.Count; i++) { if (nodes[i].Length <= 1.0f) continue; GUI.DrawRectangle(spriteBatch, new Vector2(nodes[i].WorldPosition.X, -nodes[i].WorldPosition.Y), Vector2.One * 5, Color.LightCyan, isFilled: true); } } } public void ClientEventRead(IReadMessage msg, float sendingTime) { CurrPowerConsumption = powerConsumption; charging = true; timer = Duration; IsActive = true; } } }