217 lines
9.6 KiB
C#
217 lines
9.6 KiB
C#
using Barotrauma.Particles;
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using Barotrauma.Sounds;
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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.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class RangedWeapon : ItemComponent
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{
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protected Sprite crosshairSprite, crosshairPointerSprite;
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protected Vector2 crosshairPos, crosshairPointerPos;
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protected float currentCrossHairScale, currentCrossHairPointerScale;
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private RoundSound chargeSound;
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private SoundChannel chargeSoundChannel;
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[Serialize(defaultValue: "0.5, 1.5", IsPropertySaveable.No, description: "Pitch slides from X to Y over the charge time")]
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public Vector2 ChargeSoundWindupPitchSlide
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{
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get => _chargeSoundWindupPitchSlide;
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set
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{
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_chargeSoundWindupPitchSlide = new Vector2(
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Math.Max(value.X, SoundChannel.MinFrequencyMultiplier),
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Math.Min(value.Y, SoundChannel.MaxFrequencyMultiplier));
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}
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}
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private Vector2 _chargeSoundWindupPitchSlide;
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public Vector2 BarrelScreenPos => Screen.Selected.Cam.WorldToScreen(item.DrawPosition + ConvertUnits.ToDisplayUnits(TransformedBarrelPos));
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private readonly List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
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private readonly List<ParticleEmitter> particleEmitterCharges = new List<ParticleEmitter>();
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/// <summary>
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/// The orientation of the item is briefly wrong after the character holding it flips and before the holding logic forces it to the correct position.
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/// We disable the crosshair briefly during that time to prevent it from momentarily jumping to an incorrect position.
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/// </summary>
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private float crossHairPosDirtyTimer;
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[Serialize(1.0f, IsPropertySaveable.No, description: "The scale of the crosshair sprite (if there is one).")]
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public float CrossHairScale
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{
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get;
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private set;
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}
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partial void InitProjSpecific(ContentXElement rangedWeaponElement)
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{
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foreach (var subElement in rangedWeaponElement.Elements())
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{
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string textureDir = GetTextureDirectory(subElement);
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "crosshair":
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{
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crosshairSprite = new Sprite(subElement, path: textureDir);
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}
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break;
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case "crosshairpointer":
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{
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crosshairPointerSprite = new Sprite(subElement, path: textureDir);
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}
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break;
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case "particleemitter":
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particleEmitters.Add(new ParticleEmitter(subElement));
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break;
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case "particleemittercharge":
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particleEmitterCharges.Add(new ParticleEmitter(subElement));
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break;
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case "chargesound":
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chargeSound = RoundSound.Load(subElement, false);
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break;
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}
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}
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}
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public override void UpdateHUDComponentSpecific(Character character, float deltaTime, Camera cam)
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{
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crossHairPosDirtyTimer -= deltaTime;
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currentCrossHairScale = currentCrossHairPointerScale = cam == null ? 1.0f : cam.Zoom;
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if (crosshairSprite != null)
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{
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// Set position based on in-world aim
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Vector2 barrelDir = (MathF.Cos(item.body.TransformedRotation), -MathF.Sin(item.body.TransformedRotation));
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float mouseDist = Vector2.Distance(BarrelScreenPos, PlayerInput.MousePosition);
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crosshairPos = Vector2.Clamp(BarrelScreenPos + barrelDir * mouseDist, Vector2.Zero, (GameMain.GraphicsWidth, GameMain.GraphicsHeight));
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// Resize pointer based on current spread
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float spread = GetSpread(character);
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if (FindProjectile() is Projectile projectile)
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{
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spread += MathHelper.ToRadians(projectile.Spread);
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}
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float spreadAtRange = MathF.Sin(spread) * Vector2.Distance(BarrelScreenPos, crosshairPos);
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currentCrossHairPointerScale = MathHelper.Clamp(spreadAtRange / Math.Min(crosshairSprite.size.X, crosshairSprite.size.Y), 0.1f, 10f);
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}
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currentCrossHairScale *= CrossHairScale;
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crosshairPointerPos = PlayerInput.MousePosition;
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}
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public override void FlipX(bool relativeToSub)
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{
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crossHairPosDirtyTimer = 0.02f;
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}
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public override void FlipY(bool relativeToSub)
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{
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crossHairPosDirtyTimer = 0.02f;
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}
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partial void UpdateProjSpecific(float deltaTime)
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{
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float chargeRatio = currentChargeTime / MaxChargeTime;
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switch (currentChargingState)
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{
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case ChargingState.WindingUp:
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case ChargingState.WindingDown:
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Vector2 particlePos = item.WorldPosition + ConvertUnits.ToDisplayUnits(TransformedBarrelPos);
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float sizeMultiplier = Math.Clamp(chargeRatio, 0.1f, 1f);
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foreach (ParticleEmitter emitter in particleEmitterCharges)
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{
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emitter.Emit(deltaTime, particlePos, hullGuess: item.CurrentHull, sizeMultiplier: sizeMultiplier, colorMultiplier: emitter.Prefab.Properties.ColorMultiplier);
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}
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if (chargeSoundChannel == null || !chargeSoundChannel.IsPlaying)
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{
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if (chargeSound != null)
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{
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chargeSoundChannel = SoundPlayer.PlaySound(chargeSound, item.WorldPosition, hullGuess: item.CurrentHull);
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if (chargeSoundChannel != null) { chargeSoundChannel.Looping = true; }
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}
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}
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else if (chargeSoundChannel != null)
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{
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chargeSoundChannel.FrequencyMultiplier = MathHelper.Lerp(ChargeSoundWindupPitchSlide.X, ChargeSoundWindupPitchSlide.Y, chargeRatio);
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chargeSoundChannel.Position = new Vector3(item.WorldPosition, 0.0f);
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}
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break;
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default:
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if (chargeSoundChannel != null)
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{
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if (chargeSoundChannel.IsPlaying)
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{
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chargeSoundChannel.FadeOutAndDispose();
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chargeSoundChannel.Looping = false;
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}
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else
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{
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chargeSoundChannel = null;
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}
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}
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break;
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (character == null || !character.IsKeyDown(InputType.Aim) || !character.CanAim) { return; }
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//camera focused on some other item/device, don't draw the crosshair
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if (character.ViewTarget is Item viewTargetItem && viewTargetItem.Prefab.FocusOnSelected) { return; }
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//don't draw the crosshair if the item is in some other type of equip slot than hands (e.g. assault rifle in the bag slot)
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if (!character.HeldItems.Contains(item)) { return; }
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base.DrawHUD(spriteBatch, character);
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GUI.HideCursor = (crosshairSprite != null || crosshairPointerSprite != null) &&
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GUI.MouseOn == null && !Inventory.IsMouseOnInventory && !GameMain.Instance.Paused;
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if (GUI.HideCursor && !character.AnimController.IsHoldingToRope)
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{
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if (crossHairPosDirtyTimer <= 0.0f)
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{
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crosshairSprite?.Draw(spriteBatch, crosshairPos, ReloadTimer <= 0.0f ? Color.White : Color.White * 0.2f, 0, currentCrossHairScale);
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}
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crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, currentCrossHairPointerScale);
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}
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if (GameMain.DebugDraw)
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{
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Vector2 barrelPos = item.DrawPosition + ConvertUnits.ToDisplayUnits(TransformedBarrelPos);
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barrelPos = Screen.Selected.Cam.WorldToScreen(barrelPos);
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GUI.DrawLine(spriteBatch, barrelPos - Vector2.UnitY * 3, barrelPos + Vector2.UnitY * 3, Color.Red);
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GUI.DrawLine(spriteBatch, barrelPos - Vector2.UnitX * 3, barrelPos + Vector2.UnitX * 3, Color.Red);
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}
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}
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partial void LaunchProjSpecific()
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{
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Vector2 particlePos = item.WorldPosition + ConvertUnits.ToDisplayUnits(TransformedBarrelPos);
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float rotation = item.body.Rotation;
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if (item.body.Dir < 0.0f) { rotation += MathHelper.Pi; }
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foreach (ParticleEmitter emitter in particleEmitters)
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{
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emitter.Emit(1.0f, particlePos, hullGuess: item.CurrentHull, angle: rotation, particleRotation: -rotation);
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}
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}
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protected override void RemoveComponentSpecific()
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{
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base.RemoveComponentSpecific();
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crosshairSprite?.Remove();
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crosshairSprite = null;
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crosshairPointerSprite?.Remove();
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crosshairSprite = null;
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}
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}
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}
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