The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
69 lines
2.2 KiB
C#
69 lines
2.2 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class Screen
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{
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public virtual void AddToGUIUpdateList()
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{
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}
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public virtual void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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}
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public void ColorFade(Color from, Color to, float duration)
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{
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if (duration <= 0.0f) return;
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CoroutineManager.StartCoroutine(UpdateColorFade(from, to, duration));
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}
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private IEnumerable<object> UpdateColorFade(Color from, Color to, float duration)
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{
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while (Selected != this)
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{
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yield return CoroutineStatus.Running;
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}
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float timer = 0.0f;
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while (timer < duration)
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{
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GUI.ScreenOverlayColor = Color.Lerp(from, to, Math.Min(timer / duration, 1.0f));
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timer += CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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}
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GUI.ScreenOverlayColor = to;
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yield return CoroutineStatus.Success;
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}
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protected void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine, Color color)
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{
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Vector2 subDiff = submarine.WorldPosition - Cam.WorldViewCenter;
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if (Math.Abs(subDiff.X) > Cam.WorldView.Width || Math.Abs(subDiff.Y) > Cam.WorldView.Height)
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{
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Vector2 normalizedSubDiff = Vector2.Normalize(subDiff);
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Vector2 iconPos =
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Cam.WorldToScreen(Cam.WorldViewCenter) +
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new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f);
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GUI.SubmarineIcon.Draw(spriteBatch, iconPos, color);
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Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f;
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arrowOffset.Y = -arrowOffset.Y;
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GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, color, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
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}
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}
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}
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}
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