using Microsoft.Xna.Framework; using System; using System.Xml.Linq; using Barotrauma.Networking; using Lidgren.Network; #if CLIENT using Microsoft.Xna.Framework.Graphics; using Barotrauma.Lights; #endif namespace Barotrauma.Items.Components { partial class LightComponent : Powered, IServerSerializable, IDrawableComponent { private Color lightColor; private float range; private float lightBrightness; private float flicker; private bool castShadows; public PhysicsBody ParentBody; [Editable(0.0f, 2048.0f), Serialize(100.0f, true)] public float Range { get { return range; } set { range = MathHelper.Clamp(value, 0.0f, 2048.0f); #if CLIENT if (light != null) light.Range = range; #endif } } public float Rotation; [Editable(ToolTip = "Should structures cast shadows when light from this light source hits them. "+ "Disabling shadows increases the performance of the game, and is recommended for lights with a short range."), Serialize(true, true)] public bool CastShadows { get { return castShadows; } set { castShadows = value; #if CLIENT if (light != null) light.CastShadows = value; #endif } } [Editable, Serialize(false, true)] public bool IsOn { get { return IsActive; } set { if (IsActive == value) return; IsActive = value; if (GameMain.Server != null) item.CreateServerEvent(this); } } [Serialize(0.0f, false)] public float Flicker { get { return flicker; } set { flicker = MathHelper.Clamp(value, 0.0f, 1.0f); } } [InGameEditable, Serialize("1.0,1.0,1.0,1.0", true)] public Color LightColor { get { return lightColor; } set { lightColor = value; #if CLIENT if (light != null) light.Color = lightColor; #endif } } public override void Move(Vector2 amount) { #if CLIENT light.Position += amount; #endif } public override bool IsActive { get { return base.IsActive; } set { base.IsActive = value; #if CLIENT if (light == null) return; light.Color = value ? lightColor : Color.Transparent; if (!value) lightBrightness = 0.0f; #endif } } public LightComponent(Item item, XElement element) : base (item, element) { #if CLIENT light = new LightSource(element); light.ParentSub = item.CurrentHull == null ? null : item.CurrentHull.Submarine; light.Position = item.Position; light.CastShadows = castShadows; #endif IsActive = IsOn; } public override void Update(float deltaTime, Camera cam) { UpdateOnActiveEffects(deltaTime); #if CLIENT light.ParentSub = item.Submarine; if (item.Container != null) { light.Color = Color.Transparent; return; } light.Position = ParentBody != null ? ParentBody.Position : item.Position; #endif PhysicsBody body = ParentBody ?? item.body; if (body != null) { #if CLIENT light.Rotation = body.Dir > 0.0f ? body.Rotation : body.Rotation - MathHelper.Pi; light.LightSpriteEffect = (body.Dir > 0.0f) ? SpriteEffects.None : SpriteEffects.FlipVertically; #endif if (!body.Enabled) { #if CLIENT light.Color = Color.Transparent; #endif return; } } else { #if CLIENT light.Rotation = -Rotation; #endif } if (powerConsumption == 0.0f) { voltage = 1.0f; } else { currPowerConsumption = powerConsumption; } if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage)) { #if CLIENT if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.WorldPosition); #endif lightBrightness = 0.0f; } else { lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f); } #if CLIENT light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker)); light.Range = range * (float)Math.Sqrt(lightBrightness); #endif voltage = 0.0f; } #if CLIENT protected override void RemoveComponentSpecific() { base.RemoveComponentSpecific(); light.Remove(); } #endif public override bool Use(float deltaTime, Character character = null) { return true; } public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f) { base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power); switch (connection.Name) { case "toggle": IsActive = !IsActive; break; case "set_state": IsActive = (signal != "0"); break; case "set_color": LightColor = XMLExtensions.ParseColor(signal, false); break; } } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { msg.Write(IsOn); } } }