Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Holdable/Propulsion.cs
2016-10-22 15:18:16 +03:00

105 lines
3.2 KiB
C#

using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Particles;
namespace Barotrauma.Items.Components
{
class Propulsion : ItemComponent
{
private float force;
private string particles;
private float useState;
private ParticlePrefab.DrawTargetType usableIn;
[HasDefaultValue(0.0f, false)]
public float Force
{
get { return force; }
set { force = value; }
}
[HasDefaultValue("", false)]
public string Particles
{
get { return particles; }
set { particles = value; }
}
public Propulsion(Item item, XElement element)
: base(item,element)
{
switch (ToolBox.GetAttributeString(element, "usablein", "both").ToLowerInvariant())
{
case "air":
usableIn = ParticlePrefab.DrawTargetType.Air;
break;
case "water":
usableIn = ParticlePrefab.DrawTargetType.Water;
break;
case "both":
default:
usableIn = ParticlePrefab.DrawTargetType.Both;
break;
}
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.IsKeyDown(InputType.Aim) || character.Stun>0.0f) return false;
IsActive = true;
useState = 0.1f;
if (character.AnimController.InWater)
{
if (usableIn == ParticlePrefab.DrawTargetType.Air) return true;
}
else
{
if (usableIn == ParticlePrefab.DrawTargetType.Water) return true;
}
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
Vector2 propulsion = dir * force;
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
limb.body.ApplyForce(propulsion);
}
character.AnimController.Collider.ApplyForce(propulsion);
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
if (!string.IsNullOrWhiteSpace(particles))
{
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition,
item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), 0.0f, item.CurrentHull);
}
return true;
}
public override void Update(float deltaTime, Camera cam)
{
useState -= deltaTime;
if (useState <= 0.0f) IsActive = false;
}
}
}