Files
LuaCsForBarotraumaEP/BarotraumaClient/Source/Map/Gap.cs
Juan Pablo Arce 8f37e14917 Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
2017-06-18 14:36:11 -03:00

96 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.ObjectModel;
using Barotrauma.Items.Components;
namespace Barotrauma
{
partial class Gap : MapEntity
{
public override void Draw(SpriteBatch sb, bool editing, bool back = true)
{
if (GameMain.DebugDraw)
{
Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height / 2.0f));
GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y) / 10.0f, Color.Red);
GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
}
if (!editing || !ShowGaps) return;
Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
if (isHighlighted) clr = Color.Gold;
float depth = (ID % 255) * 0.000001f;
GUI.DrawRectangle(
sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height),
clr * 0.5f, true,
depth,
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
for (int i = 0; i < linkedTo.Count; i++)
{
Vector2 dir = isHorizontal ?
new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
GUI.Arrow.Draw(sb,
arrowPos, clr * 0.8f,
GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f),
SpriteEffects.None, depth);
}
if (IsSelected)
{
GUI.DrawRectangle(sb,
new Vector2(WorldRect.X - 5, -WorldRect.Y - 5),
new Vector2(rect.Width + 10, rect.Height + 10),
Color.Red,
false,
depth,
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
}
}
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Gap");
element.Add(
new XAttribute("ID", ID),
new XAttribute("horizontal", isHorizontal ? "true" : "false"));
element.Add(new XAttribute("rect",
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
rect.Width + "," + rect.Height));
//if (linkedTo != null)
//{
// int i = 0;
// foreach (Entity e in linkedTo)
// {
// if (e == null) continue;
// element.Add(new XAttribute("linkedto" + i, e.ID));
// i += 1;
// }
//}
parentElement.Add(element);
return element;
}
}
}