158 lines
6.9 KiB
C#
158 lines
6.9 KiB
C#
using Barotrauma.Lights;
|
|
using Barotrauma.Particles;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class Explosion
|
|
{
|
|
partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull)
|
|
{
|
|
if (GameMain.Client?.MidRoundSyncing ?? false) { return; }
|
|
|
|
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;
|
|
}
|
|
}
|
|
if (!underwater && (flames || smoke))
|
|
{
|
|
for (int i = 0; i < Attack.Range * 0.025f; i++)
|
|
{
|
|
float distFactor = 0.0f;
|
|
|
|
if (i > 0 && Attack.Range > 100.0f)
|
|
{
|
|
distFactor = Rand.Range(0.0f, 1.0f);
|
|
//sqrt to make larger values more common (= more particles spawn further away from the origin)
|
|
distFactor = MathF.Sqrt(distFactor);
|
|
}
|
|
float sizeFactor = MathHelper.Clamp(Attack.Range / 1000.0f, 0.0f, 1.0f);
|
|
float minScale = MathHelper.Lerp(0.2f, 1.0f, sizeFactor);
|
|
float maxScale = MathUtils.InverseLerp(2.0f, 3.0f, sizeFactor);
|
|
//larger particles closer to the origin
|
|
float particleScale = MathHelper.Clamp(1.0f - distFactor, minScale, maxScale);
|
|
|
|
var particlePrefab = ParticleManager.FindPrefab("explosionfire");
|
|
Vector2 pos = worldPosition;
|
|
if (i > 0)
|
|
{
|
|
pos = ClampParticlePos(worldPosition + Rand.Vector(Attack.Range * distFactor * 0.3f), hull, particlePrefab);
|
|
}
|
|
|
|
if (flames)
|
|
{
|
|
var flameParticle = GameMain.ParticleManager.CreateParticle(particlePrefab,
|
|
pos,
|
|
velocity: Vector2.Zero, hullGuess: hull);
|
|
if (flameParticle != null)
|
|
{
|
|
//brief delay to particles futher from origin
|
|
flameParticle.StartDelay = distFactor * sizeFactor;
|
|
flameParticle.Size *= particleScale;
|
|
}
|
|
}
|
|
if (smoke)
|
|
{
|
|
GameMain.ParticleManager.CreateParticle(
|
|
ParticleManager.FindPrefab(Rand.Range(0.0f, 1.0f) < 0.5f ? "explosionsmoke" : "smoke"),
|
|
pos, velocity: Vector2.Zero, hullGuess: hull);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < Attack.Range * 0.1f; i++)
|
|
{
|
|
if (underwater && underwaterBubble)
|
|
{
|
|
Vector2 bubblePos = Rand.Vector(Rand.Range(0.0f, Attack.Range * 0.5f));
|
|
|
|
GameMain.ParticleManager.CreateParticle("risingbubbles", worldPosition + bubblePos,
|
|
velocity: Vector2.Zero, hullGuess: 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(800.0f, 1500.0f)), 0.0f, hull);
|
|
}
|
|
if (debris)
|
|
{
|
|
GameMain.ParticleManager.CreateParticle("explosiondebris", worldPosition,
|
|
Rand.Vector(Rand.Range(800.0f, 2000.0f)), 0.0f, hull);
|
|
}
|
|
}
|
|
|
|
if (flash)
|
|
{
|
|
float displayRange = flashRange ?? (Attack.Range * 2);
|
|
if (displayRange < 0.1f) { return; }
|
|
var light = new LightSource(worldPosition, displayRange, flashColor, null);
|
|
CoroutineManager.StartCoroutine(DimLight(light));
|
|
}
|
|
}
|
|
|
|
private static Vector2 ClampParticlePos(Vector2 particlePos, Hull hull, ParticlePrefab particlePrefab)
|
|
{
|
|
float minX = hull.WorldRect.X;
|
|
float maxX = hull.WorldRect.Right;
|
|
float minY = hull.WorldRect.Y - hull.WorldRect.Height;
|
|
float maxY = hull.WorldRect.Y;
|
|
if (particlePrefab != null)
|
|
{
|
|
minX = Math.Min(minX + particlePrefab.CollisionRadius, hull.WorldRect.Center.X);
|
|
maxX = Math.Max(maxX - particlePrefab.CollisionRadius, hull.WorldRect.Center.X);
|
|
minY = Math.Min(minY + particlePrefab.CollisionRadius, hull.WorldRect.Y - hull.WorldRect.Height / 2);
|
|
maxY = Math.Max(maxY - particlePrefab.CollisionRadius, hull.WorldRect.Y - hull.WorldRect.Height / 2);
|
|
}
|
|
|
|
return new Vector2(
|
|
MathHelper.Clamp(particlePos.X, minX, maxX),
|
|
MathHelper.Clamp(particlePos.Y, minY, maxY));
|
|
}
|
|
|
|
private IEnumerable<CoroutineStatus> DimLight(LightSource light)
|
|
{
|
|
float currBrightness = 1.0f;
|
|
while (light.Color.A > 0.0f && flashDuration > 0.0f && currBrightness > 0.0f)
|
|
{
|
|
if (!CoroutineManager.Paused)
|
|
{
|
|
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, (byte)(currBrightness * 255));
|
|
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);
|
|
}
|
|
}
|