using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Collections.Immutable; using System.Xml.Linq; namespace Barotrauma { class DecorativeSprite : ISerializableEntity { public class State { public float RotationState; public float OffsetState; public Vector2 RandomOffsetMultiplier = new Vector2(Rand.Range(-1.0f, 1.0f), Rand.Range(-1.0f, 1.0f)); public float RandomRotationFactor = Rand.Range(0.0f, 1.0f); public float RandomScaleFactor = Rand.Range(0.0f, 1.0f); public bool IsActive = true; } public string Name => $"Decorative Sprite"; public Dictionary SerializableProperties { get; set; } public Sprite Sprite { get; private set; } public enum AnimationType { None, Sine, Noise } [Serialize(0.0f, IsPropertySaveable.Yes), Editable] public float BlinkFrequency { get; private set; } private float blinkTimer = 0.0f; [Serialize("0,0", IsPropertySaveable.Yes), Editable] public Vector2 Offset { get; private set; } [Serialize("0,0", IsPropertySaveable.Yes), Editable] public Vector2 RandomOffset { get; private set; } [Serialize(AnimationType.None, IsPropertySaveable.No), Editable] public AnimationType OffsetAnim { get; private set; } [Serialize(0.0f, IsPropertySaveable.Yes), Editable] public float OffsetAnimSpeed { get; private set; } private float rotationSpeedRadians; private float absRotationSpeedRadians; [Serialize(0.0f, IsPropertySaveable.Yes), Editable] public float RotationSpeed { get { return MathHelper.ToDegrees(rotationSpeedRadians); } private set { rotationSpeedRadians = MathHelper.ToRadians(value); absRotationSpeedRadians = Math.Abs(rotationSpeedRadians); } } private float rotationRadians; [Serialize(0.0f, IsPropertySaveable.Yes), Editable] public float Rotation { get { return MathHelper.ToDegrees(rotationRadians); } private set { rotationRadians = MathHelper.ToRadians(value); } } private Vector2 randomRotationRadians; [Serialize("0,0", IsPropertySaveable.Yes), Editable] public Vector2 RandomRotation { get { return new Vector2(MathHelper.ToDegrees(randomRotationRadians.X), MathHelper.ToDegrees(randomRotationRadians.Y)); } private set { randomRotationRadians = new Vector2(MathHelper.ToRadians(value.X), MathHelper.ToRadians(value.Y)); } } private float scale; [Serialize(1.0f, IsPropertySaveable.Yes), Editable] public float Scale { get { return scale; } private set { scale = MathHelper.Clamp(value, 0.0f, 10.0f); } } [Serialize("0,0", IsPropertySaveable.Yes), Editable] public Vector2 RandomScale { get; private set; } [Serialize(AnimationType.None, IsPropertySaveable.No), Editable] public AnimationType RotationAnim { get; private set; } /// /// If > 0, only one sprite of the same group is used (chosen randomly) /// [Serialize(0, IsPropertySaveable.No, description: "If > 0, only one sprite of the same group is used (chosen randomly)"), Editable(ReadOnly = true)] public int RandomGroupID { get; private set; } [Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.Yes), Editable()] public Color Color { get; set; } /// /// The sprite is only drawn if these conditions are fulfilled /// internal List IsActiveConditionals { get; private set; } = new List(); /// /// The sprite is only animated if these conditions are fulfilled /// internal List AnimationConditionals { get; private set; } = new List(); public DecorativeSprite(ContentXElement element, string path = "", string file = "", bool lazyLoad = false) { Sprite = new Sprite(element, path, file, lazyLoad: lazyLoad); SerializableProperties = SerializableProperty.DeserializeProperties(this, element); // load property conditionals foreach (var subElement in element.Elements()) { //choose which list the new conditional should be placed to List conditionalList = null; switch (subElement.Name.ToString().ToLowerInvariant()) { case "conditional": case "isactiveconditional": conditionalList = IsActiveConditionals; break; case "animationconditional": conditionalList = AnimationConditionals; break; default: continue; } conditionalList.AddRange(PropertyConditional.FromXElement(subElement)); } } public Vector2 GetOffset(ref float offsetState, Vector2 randomOffsetMultiplier, float rotation = 0.0f) { Vector2 offset = Offset; if (OffsetAnimSpeed > 0.0f) { switch (OffsetAnim) { case AnimationType.Sine: offsetState %= (MathHelper.TwoPi / OffsetAnimSpeed); offset *= (float)Math.Sin(offsetState * OffsetAnimSpeed); break; case AnimationType.Noise: offsetState %= 1.0f / (OffsetAnimSpeed * 0.1f); float t = offsetState * 0.1f * OffsetAnimSpeed; offset = new Vector2( offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f), offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f)); break; } } offset += new Vector2( RandomOffset.X * randomOffsetMultiplier.X, RandomOffset.Y * randomOffsetMultiplier.Y); if (Math.Abs(rotation) > 0.01f) { Matrix transform = Matrix.CreateRotationZ(rotation); offset = Vector2.Transform(offset, transform); } return offset; } public float GetRotation(ref float rotationState, float randomRotationFactor) { switch (RotationAnim) { case AnimationType.Sine: rotationState %= MathHelper.TwoPi / absRotationSpeedRadians; return rotationRadians * (float)Math.Sin(rotationState * rotationSpeedRadians) + MathHelper.Lerp(randomRotationRadians.X, randomRotationRadians.Y, randomRotationFactor); case AnimationType.Noise: rotationState %= 1.0f / absRotationSpeedRadians; return rotationRadians * (PerlinNoise.GetPerlin(rotationState * absRotationSpeedRadians, rotationState * absRotationSpeedRadians) - 0.5f) + MathHelper.Lerp(randomRotationRadians.X, randomRotationRadians.Y, randomRotationFactor); default: return rotationRadians + rotationState * rotationSpeedRadians + MathHelper.Lerp(randomRotationRadians.X, randomRotationRadians.Y, randomRotationFactor); } } public float GetScale(float randomScaleModifier) { if (RandomScale == Vector2.Zero) { return scale; } return MathHelper.Lerp(RandomScale.X, RandomScale.Y, randomScaleModifier); } public static void UpdateSpriteStates(ImmutableDictionary> spriteGroups, Dictionary animStates, int entityID, float deltaTime, Func checkConditional) { foreach (int spriteGroup in spriteGroups.Keys) { for (int i = 0; i < spriteGroups[spriteGroup].Length; i++) { var decorativeSprite = spriteGroups[spriteGroup][i]; if (decorativeSprite == null) { continue; } if (spriteGroup > 0) { int activeSpriteIndex = entityID % spriteGroups[spriteGroup].Length; if (i != activeSpriteIndex) { animStates[decorativeSprite].IsActive = false; continue; } } //check if the sprite is active (whether it should be drawn or not) var spriteState = animStates[decorativeSprite]; spriteState.IsActive = true; foreach (PropertyConditional conditional in decorativeSprite.IsActiveConditionals) { if (!checkConditional(conditional)) { spriteState.IsActive = false; break; } } if (!spriteState.IsActive) { continue; } if (decorativeSprite.BlinkFrequency > 0.0f) { decorativeSprite.blinkTimer += deltaTime * decorativeSprite.BlinkFrequency; decorativeSprite.blinkTimer %= 1.0f; if (decorativeSprite.blinkTimer > 0.5f) { spriteState.IsActive = false; continue; } } //check if the sprite should be animated bool animate = true; foreach (PropertyConditional conditional in decorativeSprite.AnimationConditionals) { if (!checkConditional(conditional)) { animate = false; break; } } if (!animate) { continue; } spriteState.OffsetState += deltaTime; spriteState.RotationState += deltaTime; } } } public void Remove() { Sprite?.Remove(); Sprite = null; } } }