144 lines
4.7 KiB
C#
144 lines
4.7 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Lights;
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using FarseerPhysics;
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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.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class Limb
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{
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public LightSource LightSource
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{
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get;
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private set;
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}
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private string hitSoundTag;
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public string HitSoundTag
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{
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get { return hitSoundTag; }
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}
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partial void InitProjSpecific(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "lightsource":
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LightSource = new LightSource(subElement);
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break;
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case "sound":
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hitSoundTag = subElement.GetAttributeString("tag", "");
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if (string.IsNullOrWhiteSpace(hitSoundTag))
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{
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//legacy support
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hitSoundTag = subElement.GetAttributeString("file", "");
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}
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break;
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}
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}
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}
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partial void UpdateProjSpecific()
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{
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if (LightSource != null)
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{
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LightSource.ParentSub = body.Submarine;
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LightSource.Rotation = (dir == Direction.Right) ? body.Rotation : body.Rotation - MathHelper.Pi;
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
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Color color = new Color(brightness, brightness, brightness);
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if (isSevered)
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{
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if (severedFadeOutTimer > SeveredFadeOutTime)
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{
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return;
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}
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else if (severedFadeOutTimer > SeveredFadeOutTime - 1.0f)
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{
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color *= SeveredFadeOutTime - severedFadeOutTimer;
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}
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}
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body.Dir = Dir;
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bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
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if (!hideLimb)
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{
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body.Draw(spriteBatch, sprite, color, null, scale);
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}
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else
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{
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body.UpdateDrawPosition();
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}
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if (LightSource != null)
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{
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LightSource.Position = body.DrawPosition;
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LightSource.LightSpriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipVertically;
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}
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foreach (WearableSprite wearable in wearingItems)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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Vector2 origin = wearable.Sprite.Origin;
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if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
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float depth = wearable.Sprite.Depth;
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if (wearable.InheritLimbDepth)
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{
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depth = sprite.Depth - 0.000001f;
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if (wearable.DepthLimb != LimbType.None)
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{
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Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
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if (depthLimb != null)
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{
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depth = depthLimb.sprite.Depth - 0.000001f;
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}
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}
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}
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wearable.Sprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color, origin,
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-body.DrawRotation,
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scale, spriteEffect, depth);
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}
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if (damage > 0.0f && damagedSprite != null && !hideLimb)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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float depth = sprite.Depth - 0.0000015f;
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damagedSprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
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-body.DrawRotation,
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1.0f, spriteEffect, depth);
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}
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if (!GameMain.DebugDraw) return;
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if (pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
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}
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}
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}
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}
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