- fixed it being possible to connect wires to more than two items by selecting another item while dragging the wire - relay components break if too much power is directed through them - relay components are active by default and the can be toggled on/off in the editor - bool properties show as checkboxes in the editor
185 lines
5.3 KiB
C#
185 lines
5.3 KiB
C#
using Microsoft.Xna.Framework;
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using Barotrauma.Lights;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class LightComponent : Powered
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{
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private Color lightColor;
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private LightSource light;
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private float range;
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private float lightBrightness;
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private float flicker;
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[Editable, HasDefaultValue(100.0f, true)]
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public float Range
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{
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get { return range; }
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set
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{
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range = MathHelper.Clamp(value, 0.0f, 2048.0f);
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}
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}
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[Editable, HasDefaultValue(false, true)]
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public bool IsOn
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{
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get { return IsActive; }
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set
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{
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IsActive = value;
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}
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}
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[HasDefaultValue(0.0f, false)]
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public float Flicker
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{
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get { return flicker; }
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set
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{
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flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
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}
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}
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[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
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public string LightColor
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{
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get { return ToolBox.Vector4ToString(lightColor.ToVector4(), "0.00"); }
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set
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{
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Vector4 newColor = ToolBox.ParseToVector4(value, false);
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newColor.X = MathHelper.Clamp(newColor.X, 0.0f, 1.0f);
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newColor.Y = MathHelper.Clamp(newColor.Y, 0.0f, 1.0f);
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newColor.Z = MathHelper.Clamp(newColor.Z, 0.0f, 1.0f);
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newColor.W = MathHelper.Clamp(newColor.W, 0.0f, 1.0f);
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lightColor = new Color(newColor);
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}
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}
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public override void Move(Vector2 amount)
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{
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light.Position += amount;
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}
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public override bool IsActive
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{
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get
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{
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return base.IsActive;
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}
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set
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{
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if (base.IsActive == value) return;
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base.IsActive = value;
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light.Color = value ? lightColor : Color.Transparent;
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if (!value) lightBrightness = 0.0f;
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}
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}
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public LightComponent(Item item, XElement element)
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: base (item, element)
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{
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light = new LightSource(item.Position, 100.0f, Color.White, item.CurrentHull == null ? null : item.CurrentHull.Submarine);
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IsActive = true;
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() != "sprite") continue;
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light.LightSprite = new Sprite(subElement);
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light.LightSprite.Origin = light.LightSprite.size / 2.0f;
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break;
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}
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}
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public override void Update(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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light.Submarine = (item.CurrentHull == null) ? null : item.CurrentHull.Submarine;
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if (item.Container != null)
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{
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light.Color = Color.Transparent;
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return;
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}
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if (item.body != null)
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{
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light.Position = item.Position;
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if (!item.body.Enabled)
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{
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light.Color = Color.Transparent;
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return;
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}
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}
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if (powerConsumption == 0.0f)
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{
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voltage = 1.0f;
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}
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else
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{
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currPowerConsumption = powerConsumption;
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}
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if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
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{
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if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.WorldPosition);
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lightBrightness = 0.0f;
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}
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else
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{
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lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
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}
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light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
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light.Range = range * (float)Math.Sqrt(lightBrightness);
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voltage = 0.0f;
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
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{
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if (light.LightSprite != null)
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{
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light.LightSprite.Draw(spriteBatch, new Vector2(item.WorldPosition.X, -item.WorldPosition.Y), lightColor * lightBrightness);
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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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light.Remove();
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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switch (connection.Name)
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{
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case "toggle":
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IsActive = !IsActive;
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break;
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case "set_state":
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IsActive = (signal != "0");
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break;
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case "set_color":
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LightColor = signal;
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break;
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}
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}
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}
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}
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