using Barotrauma.Lights; using Microsoft.Xna.Framework; using System.Collections.Generic; namespace Barotrauma { partial class Explosion { partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull) { if (shockwave) { GameMain.ParticleManager.CreateParticle("shockwave", worldPosition, Vector2.Zero, 0.0f, hull); } hull ??= Hull.FindHull(worldPosition, useWorldCoordinates: true); bool underwater = hull == null || worldPosition.Y < hull.WorldSurface; if (underwater && underwaterBubble) { var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition, Vector2.Zero, 0.0f, hull); if (underwaterExplosion != null) { underwaterExplosion.Size *= MathHelper.Clamp(Attack.Range / 150.0f, 0.5f, 10.0f); underwaterExplosion.StartDelay = 0.0f; } } for (int i = 0; i < Attack.Range * 0.1f; i++) { if (!underwater) { float particleSpeed = Rand.Range(0.0f, 1.0f); particleSpeed = particleSpeed * particleSpeed * Attack.Range; if (flames) { float particleScale = MathHelper.Clamp(Attack.Range * 0.0025f, 0.5f, 2.0f); var flameParticle = GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector((float)System.Math.Sqrt(Rand.Range(0.0f, Attack.Range))), hull), Rand.Vector(Rand.Range(0.0f, particleSpeed)), 0.0f, hull); if (flameParticle != null) flameParticle.Size *= particleScale; } if (smoke) { GameMain.ParticleManager.CreateParticle(Rand.Range(0.0f, 1.0f) < 0.5f ? "explosionsmoke" : "smoke", ClampParticlePos(worldPosition + Rand.Vector((float)System.Math.Sqrt(Rand.Range(0.0f, Attack.Range))), hull), Rand.Vector(Rand.Range(0.0f, particleSpeed)), 0.0f, hull); } } else if (underwaterBubble) { Vector2 bubblePos = Rand.Vector(Rand.Range(0.0f, Attack.Range * 0.5f)); GameMain.ParticleManager.CreateParticle("risingbubbles", worldPosition + bubblePos, Vector2.Zero, 0.0f, hull); if (i < Attack.Range * 0.02f) { var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition + bubblePos, Vector2.Zero, 0.0f, hull); if (underwaterExplosion != null) { underwaterExplosion.Size *= MathHelper.Clamp(Attack.Range / 300.0f, 0.5f, 2.0f) * Rand.Range(0.8f, 1.2f); } } } if (sparks) { GameMain.ParticleManager.CreateParticle("spark", worldPosition, Rand.Vector(Rand.Range(1200.0f, 2400.0f)), 0.0f, hull); } } if (flash) { float displayRange = flashRange ?? Attack.Range; if (displayRange < 0.1f) { return; } var light = new LightSource(worldPosition, displayRange, flashColor, null); CoroutineManager.StartCoroutine(DimLight(light)); } } private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull) { if (hull == null) return particlePos; return new Vector2( MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right), MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y)); } private IEnumerable DimLight(LightSource light) { float currBrightness = 1.0f; float startRange = light.Range; while (light.Color.A > 0.0f && flashDuration > 0.0f) { light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness); currBrightness -= (1.0f / flashDuration) * CoroutineManager.DeltaTime; yield return CoroutineStatus.Running; } light.Remove(); yield return CoroutineStatus.Success; } static partial void PlayTinnitusProjSpecific(float volume) => SoundPlayer.PlaySound("tinnitus", volume: volume); } }