Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/Rope.cs
2017-07-05 18:35:09 +03:00

46 lines
1.5 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma.Items.Components
{
partial class Rope : ItemComponent, IDrawableComponent
{
public void Draw(SpriteBatch spriteBatch, bool editing = false)
{
if (!IsActive) return;
RevoluteJoint firstJoint = null;
for (int i = 0; i < ropeBodies.Length - 1; i++)
{
if (!ropeBodies[i].Enabled) continue;
if (firstJoint == null) firstJoint = ropeJoints[i];
DrawSection(spriteBatch, ropeJoints[i].WorldAnchorA, ropeJoints[i + 1].WorldAnchorA, i);
}
if (gunJoint == null || firstJoint == null) return;
DrawSection(spriteBatch, gunJoint.WorldAnchorA, firstJoint.WorldAnchorA, 0);
}
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i)
{
start.Y = -start.Y;
end.Y = -end.Y;
spriteBatch.Draw(sprite.Texture,
ConvertUnits.ToDisplayUnits(start), null, Color.White,
MathUtils.VectorToAngle(end - start),
new Vector2(0.0f, sprite.size.Y / 2.0f),
new Vector2((ConvertUnits.ToDisplayUnits(Vector2.Distance(start, end))) / sprite.Texture.Width, 1.0f),
SpriteEffects.None,
sprite.Depth + i * 0.00001f);
}
}
}