Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Levels/BackgroundSprite/BackgroundSpriteManager.cs

140 lines
5.3 KiB
C#

using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
partial class BackgroundSprite
{
public List<ParticleEmitter> ParticleEmitters;
public Sound Sound;
}
partial class BackgroundSpriteManager
{
private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
private Rectangle currentGridIndices;
partial void UpdateProjSpecific(float deltaTime)
{
foreach (BackgroundSprite s in visibleSprites)
{
if (s.ParticleEmitters != null)
{
for (int i = 0; i < s.ParticleEmitters.Count; i++)
{
Vector2 emitterPos = s.LocalToWorld(s.Prefab.EmitterPositions[i]);
s.ParticleEmitters[i].Emit(deltaTime, emitterPos);
}
}
if (s.Sound != null)
{
int sourceIndex;
Vector2 soundPos = s.LocalToWorld(new Vector2(s.Prefab.SoundPosition.X, s.Prefab.SoundPosition.Y));
if (!Sounds.SoundManager.IsPlaying(s.Sound, out sourceIndex))
{
s.Sound.Play(soundPos);
}
else
{
s.Sound.UpdatePosition(soundPos);
}
}
}
}
public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
{
Rectangle indices = Rectangle.Empty;
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
if (indices.X >= spriteGrid.GetLength(0)) return;
indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
if (indices.Y >= spriteGrid.GetLength(1)) return;
indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
if (indices.Width < 0) return;
indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
if (indices.Height < 0) return;
indices.X = Math.Max(indices.X, 0);
indices.Y = Math.Max(indices.Y, 0);
indices.Width = Math.Min(indices.Width, spriteGrid.GetLength(0)-1);
indices.Height = Math.Min(indices.Height, spriteGrid.GetLength(1)-1);
float z = 0.0f;
if (currentGridIndices != indices)
{
visibleSprites.Clear();
for (int x = indices.X; x <= indices.Width; x++)
{
for (int y = indices.Y; y <= indices.Height; y++)
{
if (spriteGrid[x, y] == null) continue;
foreach (BackgroundSprite sprite in spriteGrid[x, y])
{
int drawOrderIndex = 0;
for (int i = 0; i < visibleSprites.Count; i++)
{
if (visibleSprites[i] == sprite)
{
drawOrderIndex = -1;
break;
}
if (visibleSprites[i].Position.Z < sprite.Position.Z)
{
break;
}
else
{
drawOrderIndex = i + 1;
}
}
if (drawOrderIndex >= 0)
{
visibleSprites.Insert(drawOrderIndex, sprite);
}
}
}
}
currentGridIndices = indices;
}
foreach (BackgroundSprite sprite in visibleSprites)
{
Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
camDiff.Y = -camDiff.Y;
sprite.Prefab.Sprite.Draw(
spriteBatch,
new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
sprite.Scale,
SpriteEffects.None,
z);
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
if (sprite.Trigger != null && sprite.Trigger.PhysicsBody != null)
{
sprite.Trigger.PhysicsBody.UpdateDrawPosition();
sprite.Trigger.PhysicsBody.DebugDraw(spriteBatch, Color.Cyan);
}
}
z += 0.0001f;
}
}
}
}