using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using System.Text; using System.Xml.Linq; namespace Barotrauma.Items.Components { class Engine : Powered { private float force; private float targetForce; private float maxForce; //[Editable, HasDefaultValue(1.0f, true)] //public float PowerPerForce //{ // get { return powerPerForce; } // set // { // powerPerForce = Math.Max(0.0f, value); // } //} [Editable, HasDefaultValue(2000.0f, true)] public float MaxForce { get { return maxForce; } set { maxForce = Math.Max(0.0f, value); } } public float Force { get { return force;} set { force = MathHelper.Clamp(value, -100.0f, 100.0f); } } public Engine(Item item, XElement element) : base(item, element) { IsActive = true; var button = new GUIButton(new Rectangle(160, 50, 30, 30), "-", GUI.Style, GuiFrame); button.OnClicked = (GUIButton btn, object obj) => { targetForce -= 1.0f; item.NewComponentEvent(this, true, false); return true; }; button = new GUIButton(new Rectangle(200, 50, 30, 30), "+", GUI.Style, GuiFrame); button.OnClicked = (GUIButton btn, object obj) => { targetForce += 1.0f; item.NewComponentEvent(this, true, false); return true; }; } public float CurrentVolume { get { return Math.Abs((force / 100.0f) * (voltage / minVoltage)); } } public override void Update(float deltaTime, Camera cam) { base.Update(deltaTime, cam); currPowerConsumption = Math.Abs(targetForce)/100.0f * powerConsumption; if (powerConsumption == 0.0f) voltage = 1.0f; Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f); if (Math.Abs(Force) > 1.0f) { Vector2 currForce = new Vector2((force / 100.0f) * maxForce * (voltage / minVoltage), 0.0f); Submarine.Loaded.ApplyForce(currForce); for (int i = 0; i < 5; i++) { var bubbles = GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2), -currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)), 0.0f, item.CurrentHull); } } voltage = 0.0f; } public override void DrawHUD(SpriteBatch spriteBatch, Character character) { //isActive = true; GuiFrame.Draw(spriteBatch); //int width = 300, height = 300; //int x = Game1.GraphicsWidth / 2 - width / 2; //int y = Game1.GraphicsHeight / 2 - height / 2 - 50; //GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true); spriteBatch.DrawString(GUI.Font, "Force: " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White); } public override void UpdateBroken(float deltaTime, Camera cam) { force = MathHelper.Lerp(force, 0.0f, 0.1f); } public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f) { base.ReceiveSignal(signal, connection, sender, power); if (connection.Name == "set_force") { float tempForce; if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out tempForce)) { targetForce = tempForce; targetForce = MathHelper.Clamp(targetForce, -100.0f, 100.0f); } } } } }