Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Particles/ParticlePrefab.cs
2019-03-18 20:39:27 +02:00

259 lines
10 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Particles
{
class ParticlePrefab : ISerializableEntity
{
public enum DrawTargetType { Air = 1, Water = 2, Both = 3 }
public readonly List<Sprite> Sprites;
public string Name
{
get;
private set;
}
[Editable(0.0f, float.MaxValue, ToolTip = "How many seconds the particle remains alive."), Serialize(5.0f, false)]
public float LifeTime { get; private set; }
[Editable(ToolTip = "How long it takes for the particle to appear after spawning it."), Serialize(0.0f, false)]
public float StartDelayMin { get; private set; }
[Editable(ToolTip = "How long it takes for the particle to appear after spawning it."), Serialize(0.0f, false)]
public float StartDelayMax { get; private set; }
//movement -----------------------------------------
private float angularVelocityMin;
public float AngularVelocityMinRad { get; private set; }
[Editable, Serialize(0.0f, false)]
public float AngularVelocityMin
{
get { return angularVelocityMin; }
private set
{
angularVelocityMin = value;
AngularVelocityMinRad = MathHelper.ToRadians(value);
}
}
private float angularVelocityMax;
public float AngularVelocityMaxRad { get; private set; }
[Editable, Serialize(0.0f, false)]
public float AngularVelocityMax
{
get { return angularVelocityMax; }
private set
{
angularVelocityMax = value;
AngularVelocityMaxRad = MathHelper.ToRadians(value);
}
}
private float startRotationMin;
public float StartRotationMinRad { get; private set; }
[Editable(ToolTip = "The minimum initial rotation of the particle (in degrees)."), Serialize(0.0f, false)]
public float StartRotationMin
{
get { return startRotationMin; }
private set
{
startRotationMin = value;
StartRotationMinRad = MathHelper.ToRadians(value);
}
}
private float startRotationMax;
public float StartRotationMaxRad { get; private set; }
[Editable(ToolTip = "The maximum initial rotation of the particle (in degrees)."), Serialize(0.0f, false)]
public float StartRotationMax
{
get { return startRotationMax; }
private set
{
startRotationMax = value;
StartRotationMaxRad = MathHelper.ToRadians(value);
}
}
[Editable(ToolTip = "Should the particle face the direction it's moving towards."), Serialize(false, false)]
public bool RotateToDirection { get; private set; }
[Editable(ToolTip = "Drag applied to the particle when it's moving through air."), Serialize(0.0f, false)]
public float Drag { get; private set; }
[Editable(ToolTip = "Drag applied to the particle when it's moving through water."), Serialize(0.0f, false)]
public float WaterDrag { get; private set; }
private Vector2 velocityChange;
public Vector2 VelocityChangeDisplay { get; private set; }
[Editable(ToolTip = "How much the velocity of the particle changes per second."), Serialize("0.0,0.0", false)]
public Vector2 VelocityChange
{
get { return velocityChange; }
private set
{
velocityChange = value;
VelocityChangeDisplay = ConvertUnits.ToDisplayUnits(value);
}
}
private Vector2 velocityChangeWater;
public Vector2 VelocityChangeWaterDisplay { get; private set; }
[Editable(ToolTip = "How much the velocity of the particle changes per second when in water."), Serialize("0.0,0.0", false)]
public Vector2 VelocityChangeWater
{
get { return velocityChangeWater; }
private set
{
velocityChangeWater = value;
VelocityChangeWaterDisplay = ConvertUnits.ToDisplayUnits(value);
}
}
[Editable(0.0f, 10000.0f, ToolTip = "Drag applied to the particle when it's moving through water."), Serialize(0.0f, false)]
public float CollisionRadius { get; private set; }
[Editable(ToolTip = "Does the particle collide with the walls of the submarine and the level."), Serialize(false, false)]
public bool UseCollision { get; private set; }
[Editable(ToolTip = "Does the particle disappear when it collides with something."), Serialize(false, false)]
public bool DeleteOnCollision { get; private set; }
[Editable(0.0f, 1.0f, ToolTip = "The friction coefficient of the particle, i.e. how much it slows down when it's sliding against a surface."), Serialize(0.5f, false)]
public float Friction { get; private set; }
[Editable(0.0f, 1.0f, ToolTip = "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (1.0 = the particle stops completely).")]
[Serialize(0.5f, false)]
public float Restitution { get; private set; }
//size -----------------------------------------
[Editable(ToolTip = "The minimum initial size of the particle."), Serialize("1.0,1.0", false)]
public Vector2 StartSizeMin { get; private set; }
[Editable(ToolTip = "The maximum initial size of the particle."), Serialize("1.0,1.0", false)]
public Vector2 StartSizeMax { get; private set; }
[Editable(ToolTip = "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
[Serialize("0.0,0.0", false)]
public Vector2 SizeChangeMin { get; private set; }
[Editable(ToolTip = "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
[Serialize("0.0,0.0", false)]
public Vector2 SizeChangeMax { get; private set; }
[Editable(ToolTip = "How many seconds it takes for the particle to grow to it's initial size.")]
[Serialize(0.0f, false)]
public float GrowTime { get; private set; }
//rendering -----------------------------------------
[Editable(ToolTip = "The initial color of the particle."), Serialize("1.0,1.0,1.0,1.0", false)]
public Color StartColor { get; private set; }
[Editable(ToolTip = "The color of the particle at the end of its lifetime."), Serialize("1.0,1.0,1.0,1.0", false)]
public Color EndColor { get; private set; }
[Editable(ToolTip = "Should the particle be rendered in air, water or both."), Serialize(DrawTargetType.Air, false)]
public DrawTargetType DrawTarget { get; private set; }
[Editable(ToolTip = "The type of blending to use when rendering the particle."), Serialize(ParticleBlendState.AlphaBlend, false)]
public ParticleBlendState BlendState { get; private set; }
//animation -----------------------------------------
[Editable(0.0f, float.MaxValue, ToolTip = "The duration of the particle's animation cycle (if it's animated)."), Serialize(1.0f, false)]
public float AnimDuration { get; private set; }
[Editable(ToolTip = "Should the sprite animation be looped, or stay at the last frame when the animation finishes."), Serialize(true, false)]
public bool LoopAnim { get; private set; }
//----------------------------------------------------
public readonly List<ParticleEmitterPrefab> SubEmitters = new List<ParticleEmitterPrefab>();
public Dictionary<string, SerializableProperty> SerializableProperties
{
get;
private set;
}
//----------------------------------------------------
public ParticlePrefab(XElement element)
{
Name = element.Name.ToString();
Sprites = new List<Sprite>();
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
Sprites.Add(new Sprite(subElement));
break;
case "spritesheet":
case "animatedsprite":
Sprites.Add(new SpriteSheet(subElement));
break;
case "particleemitter":
case "emitter":
case "subemitter":
SubEmitters.Add(new ParticleEmitterPrefab(subElement));
break;
}
}
//if velocity change in water is not given, it defaults to the normal velocity change
if (element.Attribute("velocitychangewater") == null)
{
VelocityChangeWater = VelocityChange;
}
if (element.Attribute("angularvelocity") != null)
{
AngularVelocityMin = element.GetAttributeFloat("angularvelocity", 0.0f);
AngularVelocityMax = AngularVelocityMin;
}
if (element.Attribute("startsize") != null)
{
StartSizeMin = element.GetAttributeVector2("startsize", Vector2.One);
StartSizeMax = StartSizeMin;
}
if (element.Attribute("sizechange") != null)
{
SizeChangeMin = element.GetAttributeVector2("sizechange", Vector2.Zero);
SizeChangeMax = SizeChangeMin;
}
if (element.Attribute("startrotation") != null)
{
StartRotationMin = element.GetAttributeFloat("startrotation", 0.0f);
StartRotationMax = StartRotationMin;
}
if (CollisionRadius <= 0.0f) CollisionRadius = Sprites.Count > 0 ? 1 : Sprites[0].SourceRect.Width / 2.0f;
}
public Vector2 CalculateEndPosition(Vector2 startPosition, Vector2 velocity)
{
//endPos = x + vt + 1/2 * at^2
return startPosition + velocity * LifeTime + 0.5f * VelocityChangeDisplay * LifeTime * LifeTime;
}
}
}