using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Barotrauma.Lights { class LightSource { private static Texture2D lightTexture; public List hullsInRange; private Color color; private float range; private Texture2D texture; public Entity Submarine; //what was the range of the light when HullsInRange were last updated private float prevHullUpdateRange; private Vector2 position; public Vector2 Position { get { return position; } set { if (position == value) return; position = value; UpdateHullsInRange(); } } 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(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) { 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); } public void Remove() { GameMain.LightManager.RemoveLight(this); } } }