Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs
2025-06-17 16:38:11 +03:00

711 lines
32 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Lights;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class Structure : MapEntity, IDamageable, IServerSerializable
{
public static bool ShowWalls = true, ShowStructures = true;
private List<ConvexHull> convexHulls;
private readonly Dictionary<DecorativeSprite, DecorativeSprite.State> spriteAnimState = new Dictionary<DecorativeSprite, DecorativeSprite.State>();
public readonly List<LightSource> Lights = new List<LightSource>();
public override bool SelectableInEditor
{
get
{
if (GameMain.SubEditorScreen.IsSubcategoryHidden(Prefab.Subcategory))
{
return false;
}
if (!SubEditorScreen.IsLayerVisible(this)) { return false; }
return HasBody ? ShowWalls : ShowStructures;
}
}
partial void InitProjSpecific()
{
Prefab.Sprite?.EnsureLazyLoaded();
Prefab.BackgroundSprite?.EnsureLazyLoaded();
foreach (var decorativeSprite in Prefab.DecorativeSprites)
{
decorativeSprite.Sprite.EnsureLazyLoaded();
spriteAnimState.Add(decorativeSprite, new DecorativeSprite.State());
}
UpdateSpriteStates(0.0f);
}
public static Vector2 UpgradeTextureOffset(
Vector2 targetSize,
Vector2 originalTextureOffset,
SubmarineInfo submarineInfo,
Rectangle sourceRect,
Vector2 scale,
bool flippedX,
bool flippedY)
{
if (submarineInfo.GameVersion <= Sprite.LastBrokenTiledSpriteGameVersion)
{
// Tiled sprite rendering was significantly changed after v1.2.3.0:
// Rendering flipped, scaled and offset textures was completely broken,
// but some existing community submarines depend on that old behavior,
// so let's redo some of the broken logic here if the sub is old enough
Vector2 flipper = (flippedX ? -1f : 1f, flippedY ? -1f : 1f);
var textureOffset = originalTextureOffset * flipper;
textureOffset = new Vector2(
MathUtils.PositiveModulo((int)-textureOffset.X, sourceRect.Width),
MathUtils.PositiveModulo((int)-textureOffset.Y, sourceRect.Height));
textureOffset.X = (textureOffset.X / scale.X) % sourceRect.Width;
textureOffset.Y = (textureOffset.Y / scale.Y) % sourceRect.Height;
Vector2 flippedDrawOffset = Vector2.Zero;
if (flippedX)
{
float diff = targetSize.X % (sourceRect.Width * scale.X);
flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X;
flippedDrawOffset.X =
MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ?
MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X;
}
if (flippedY)
{
float diff = targetSize.Y % (sourceRect.Height * scale.Y);
flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y;
flippedDrawOffset.Y =
MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ?
MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y;
}
var textureOffsetPlusFlipBs = textureOffset + flippedDrawOffset;
if (textureOffsetPlusFlipBs.X > sourceRect.Width)
{
var diff = textureOffsetPlusFlipBs.X - sourceRect.Width;
textureOffset.X = (textureOffset.X + diff * (scale.X - 1f)) % sourceRect.Width;
}
if (textureOffsetPlusFlipBs.Y > sourceRect.Height)
{
var diff = textureOffsetPlusFlipBs.Y - sourceRect.Height;
textureOffset.Y = (textureOffset.Y + diff * (scale.Y - 1f)) % sourceRect.Height;
}
textureOffset *= scale * flipper;
return -textureOffset;
}
return originalTextureOffset;
}
partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation)
{
if (!CastShadow) { return; }
convexHulls ??= new List<ConvexHull>();
//if the convex hull is longer than this, we need to split it to multiple parts
//very large convex hulls don't play nicely with the lighting or LOS, because the shadow cast
//by the convex hull would need to be extruded very far to cover the whole screen
const float MaxConvexHullLength = 1024.0f;
float length = IsHorizontal ? size.X : size.Y;
int convexHullCount = (int)Math.Max(1, Math.Ceiling(length / MaxConvexHullLength));
Vector2 sectionSize = size;
if (convexHullCount > 1)
{
if (IsHorizontal)
{
sectionSize.X = length / convexHullCount;
}
else
{
sectionSize.Y = length / convexHullCount;
}
}
for (int i = 0; i < convexHullCount; i++)
{
Vector2 offset =
(IsHorizontal ? Vector2.UnitX : Vector2.UnitY) *
(i * length / convexHullCount);
var h = new ConvexHull(
new Rectangle((position - size / 2 + offset).ToPoint(), sectionSize.ToPoint()),
IsHorizontal,
this);
if (Math.Abs(rotation) > 0.001f)
{
h.Rotate(position, rotation);
}
convexHulls.Add(h);
}
}
public override void UpdateEditing(Camera cam, float deltaTime)
{
if (editingHUD == null || editingHUD.UserData as Structure != this)
{
editingHUD = CreateEditingHUD(Screen.Selected != GameMain.SubEditorScreen);
}
}
private void SetLightTextureOffset()
{
Vector2 textOffset = textureOffset;
if (FlippedX) { textOffset.X = -textOffset.X; }
if (FlippedY) { textOffset.Y = -textOffset.Y; }
foreach (LightSource light in Lights)
{
Vector2 bgOffset = new Vector2(
MathUtils.PositiveModulo(-textOffset.X, light.texture.Width),
MathUtils.PositiveModulo(-textOffset.Y, light.texture.Height));
light.LightTextureOffset = bgOffset;
}
}
public GUIComponent CreateEditingHUD(bool inGame = false)
{
int heightScaled = (int)(20 * GUI.Scale);
editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null)
{
CanTakeKeyBoardFocus = false
};
var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUIStyle.LargeFont) { UserData = this };
if (editor.Fields.TryGetValue(nameof(Scale).ToIdentifier(), out GUIComponent[] scaleFields) &&
scaleFields.FirstOrDefault() is GUINumberInput scaleInput)
{
//texture offset needs to be adjusted when scaling the entity to keep the look of the entity unchanged
scaleInput.OnValueChanged += (GUINumberInput numberInput) =>
{
TextureOffset *= (Scale / ScaleWhenTextureOffsetSet);
};
}
if (Submarine.MainSub?.Info?.Type == SubmarineType.OutpostModule)
{
GUITickBox tickBox = new GUITickBox(new RectTransform(new Point(listBox.Content.Rect.Width, 10)), TextManager.Get("sp.structure.removeiflinkedoutpostdoorinuse.name"))
{
Font = GUIStyle.SmallFont,
Selected = RemoveIfLinkedOutpostDoorInUse,
ToolTip = TextManager.Get("sp.structure.removeiflinkedoutpostdoorinuse.description"),
OnSelected = (tickBox) =>
{
RemoveIfLinkedOutpostDoorInUse = tickBox.Selected;
return true;
}
};
editor.AddCustomContent(tickBox, 1);
}
if (!Layer.IsNullOrEmpty())
{
var layerText = new GUITextBlock(new RectTransform(new Point(listBox.Content.Rect.Width, heightScaled)) { MinSize = new Point(0, heightScaled) }, TextManager.AddPunctuation(':', TextManager.Get("editor.layer"), Layer));
editor.AddCustomContent(layerText, 1);
}
var buttonContainer = new GUILayoutGroup(new RectTransform(new Point(listBox.Content.Rect.Width, heightScaled)), isHorizontal: true)
{
Stretch = true,
RelativeSpacing = 0.01f
};
var mirrorX = new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("MirrorEntityX"), style: "GUIButtonSmall")
{
ToolTip = TextManager.Get("MirrorEntityXToolTip"),
OnClicked = (button, data) =>
{
foreach (MapEntity me in SelectedList)
{
me.FlipX(relativeToSub: false);
}
if (!SelectedList.Contains(this)) { FlipX(relativeToSub: false); }
ColorFlipButton(button, FlippedX);
return true;
}
};
ColorFlipButton(mirrorX, FlippedX);
var mirrorY = new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("MirrorEntityY"), style: "GUIButtonSmall")
{
ToolTip = TextManager.Get("MirrorEntityYToolTip"),
OnClicked = (button, data) =>
{
foreach (MapEntity me in SelectedList)
{
me.FlipY(relativeToSub: false);
}
if (!SelectedList.Contains(this)) { FlipY(relativeToSub: false); }
ColorFlipButton(button, FlippedY);
return true;
}
};
ColorFlipButton(mirrorY, FlippedY);
new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("ReloadSprite"), style: "GUIButtonSmall")
{
OnClicked = (button, data) =>
{
Sprite.ReloadXML();
Sprite.ReloadTexture();
return true;
}
};
new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("ResetToPrefab"), style: "GUIButtonSmall")
{
OnClicked = (button, data) =>
{
foreach (MapEntity me in SelectedList)
{
(me as Item)?.Reset();
(me as Structure)?.Reset();
}
if (!SelectedList.Contains(this)) { Reset(); }
CreateEditingHUD();
return true;
}
};
buttonContainer.RectTransform.Resize(new Point(buttonContainer.Rect.Width, buttonContainer.RectTransform.Children.Max(c => c.MinSize.Y)));
buttonContainer.RectTransform.IsFixedSize = true;
GUITextBlock.AutoScaleAndNormalize(buttonContainer.Children.Where(c => c is GUIButton).Select(b => ((GUIButton)b).TextBlock));
editor.AddCustomContent(buttonContainer, editor.ContentCount);
PositionEditingHUD();
return editingHUD;
}
partial void OnImpactProjSpecific(Fixture f1, Fixture f2, Contact contact)
{
if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section > -1)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
if (impact > 10.0f)
{
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
}
}
}
}
public override bool IsVisible(Rectangle worldView)
{
RectangleF worldRect = Quad2D.FromSubmarineRectangle(WorldRect).Rotated(
FlippedX != FlippedY
? RotationRad
: -RotationRad).BoundingAxisAlignedRectangle;
Vector2 worldPos = WorldPosition;
Vector2 min = new Vector2(worldRect.X, worldRect.Y);
Vector2 max = new Vector2(worldRect.Right, worldRect.Y + worldRect.Height);
foreach (DecorativeSprite decorativeSprite in Prefab.DecorativeSprites)
{
Vector2 scale = decorativeSprite.GetScale(ref spriteAnimState[decorativeSprite].ScaleState, spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale;
min.X = Math.Min(worldPos.X - decorativeSprite.Sprite.size.X * decorativeSprite.Sprite.RelativeOrigin.X * scale.X, min.X);
max.X = Math.Max(worldPos.X + decorativeSprite.Sprite.size.X * (1.0f - decorativeSprite.Sprite.RelativeOrigin.X) * scale.X, max.X);
min.Y = Math.Min(worldPos.Y - decorativeSprite.Sprite.size.Y * (1.0f - decorativeSprite.Sprite.RelativeOrigin.Y) * scale.Y, min.Y);
max.Y = Math.Max(worldPos.Y + decorativeSprite.Sprite.size.Y * decorativeSprite.Sprite.RelativeOrigin.Y * scale.Y, max.Y);
}
Vector2 offset = GetCollapseEffectOffset();
min += offset;
max += offset;
if (min.X > worldView.Right || max.X < worldView.X) { return false; }
if (min.Y > worldView.Y || max.Y < worldView.Y - worldView.Height) { return false; }
Vector2 extents = max - min;
if (extents.X * Screen.Selected.Cam.Zoom < 1.0f) { return false; }
if (extents.Y * Screen.Selected.Cam.Zoom < 1.0f) { return false; }
return true;
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (Prefab.Sprite == null) { return; }
if (editing)
{
if (!SubEditorScreen.IsLayerVisible(this)) { return; }
if (!HasBody && !ShowStructures) { return; }
if (HasBody && !ShowWalls) { return; }
}
Draw(spriteBatch, editing, back, null);
}
public void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect, bool editing)
{
Draw(spriteBatch, editing, false, damageEffect);
}
private float GetRealDepth()
{
return SpriteDepthOverrideIsSet ? SpriteOverrideDepth : Prefab.Sprite.Depth;
}
public override float GetDrawDepth()
{
return GetDrawDepth(GetRealDepth(), Prefab.Sprite);
}
private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
{
if (Prefab.Sprite == null) { return; }
if (editing)
{
if (!SubEditorScreen.IsLayerVisible(this)) { return; }
if (!HasBody && !ShowStructures) { return; }
if (HasBody && !ShowWalls) { return; }
}
else if (IsHidden)
{
return;
}
Color color = IsIncludedInSelection && editing ? GUIStyle.Blue : IsHighlighted ? GUIStyle.Orange * Math.Max(spriteColor.A / (float) byte.MaxValue, 0.1f) : spriteColor;
if (IsSelected && editing)
{
//color = Color.Lerp(color, Color.Gold, 0.5f);
color = spriteColor;
Vector2 rectSize = rect.Size.ToVector2();
if (BodyWidth > 0.0f) { rectSize.X = BodyWidth; }
if (BodyHeight > 0.0f) { rectSize.Y = BodyHeight; }
Vector2 bodyPos = WorldPosition + BodyOffset * Scale;
GUI.DrawRectangle(sb: spriteBatch,
center: new Vector2(bodyPos.X, -bodyPos.Y),
width: rectSize.X,
height: rectSize.Y,
rotation: BodyRotation,
clr: Color.White,
thickness: Math.Max(1, (int)(2 / Screen.Selected.Cam.Zoom)));
}
bool isWiringMode = editing && SubEditorScreen.TransparentWiringMode && SubEditorScreen.IsWiringMode();
if (isWiringMode) { color *= 0.15f; }
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
drawOffset += GetCollapseEffectOffset();
float depth = GetDrawDepth();
Vector2 textureOffset = this.textureOffset;
if (back && damageEffect == null && !isWiringMode)
{
if (Prefab.BackgroundSprite != null)
{
Vector2 dropShadowOffset = Vector2.Zero;
if (UseDropShadow)
{
dropShadowOffset = DropShadowOffset;
if (dropShadowOffset == Vector2.Zero)
{
if (Submarine == null)
{
dropShadowOffset = Vector2.UnitY * 10.0f;
}
else
{
dropShadowOffset = IsHorizontal ?
new Vector2(0.0f, Math.Sign(Submarine.HiddenSubPosition.Y - Position.Y) * 10.0f) :
new Vector2(Math.Sign(Submarine.HiddenSubPosition.X - Position.X) * 10.0f, 0.0f);
}
}
dropShadowOffset.Y = -dropShadowOffset.Y;
}
Vector2 backGroundOffset = new Vector2(
MathUtils.PositiveModulo(-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width * TextureScale.X * Scale),
MathUtils.PositiveModulo(-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height * TextureScale.Y * Scale));
float rotationRad = GetRotationForSprite(RotationRad, Prefab.BackgroundSprite);
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + rect.Width / 2 + drawOffset.X, -(rect.Y - rect.Height / 2 + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
rotation: rotationRad,
origin: rect.Size.ToVector2() * new Vector2(0.5f, 0.5f),
color: Prefab.BackgroundSpriteColor,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset,
depth: Math.Max(GetDrawDepth(Prefab.BackgroundSprite.Depth, Prefab.BackgroundSprite), depth + 0.000001f),
spriteEffects: Prefab.BackgroundSprite.effects ^ SpriteEffects);
if (UseDropShadow)
{
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + rect.Width / 2 + drawOffset.X, -(rect.Y - rect.Height / 2 + drawOffset.Y)) + dropShadowOffset,
new Vector2(rect.Width, rect.Height),
rotation: rotationRad,
origin: rect.Size.ToVector2() * new Vector2(0.5f, 0.5f),
color: Color.Black * 0.5f,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f,
spriteEffects: Prefab.BackgroundSprite.effects ^ SpriteEffects);
}
}
}
if (back == GetRealDepth() > 0.5f)
{
Vector2 advanceX = MathUtils.RotatedUnitXRadians(RotationRad).FlipY();
Vector2 advanceY = advanceX.YX().FlipX();
if (FlippedX != FlippedY)
{
advanceX = advanceX.FlipY();
advanceY = advanceY.FlipX();
}
float sectionSpriteRotationRad = GetRotationForSprite(RotationRad, Prefab.Sprite);
for (int i = 0; i < Sections.Length; i++)
{
Rectangle drawSection = Sections[i].rect;
if (damageEffect != null)
{
float newCutoff = MathHelper.Lerp(0.0f, 0.65f, Sections[i].damage / MaxHealth);
if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.05f)
{
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
damageEffect,
Screen.Selected.Cam.Transform);
damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply();
Submarine.DamageEffectCutoff = newCutoff;
}
}
if (!HasDamage && i == 0)
{
drawSection = new Rectangle(
drawSection.X,
drawSection.Y,
Sections[Sections.Length - 1].rect.Right - drawSection.X,
drawSection.Y - (Sections[Sections.Length - 1].rect.Y - Sections[Sections.Length - 1].rect.Height));
i = Sections.Length;
}
Vector2 sectionOffset = new Vector2(
Math.Abs(rect.Location.X - drawSection.Location.X),
Math.Abs(rect.Location.Y - drawSection.Location.Y));
if (FlippedX && IsHorizontal) { sectionOffset.X = rect.Right - drawSection.Right; }
if (FlippedY && !IsHorizontal) { sectionOffset.Y = (drawSection.Y - drawSection.Height) - (rect.Y - rect.Height); }
sectionOffset.X += MathUtils.PositiveModulo(-textureOffset.X, Prefab.Sprite.SourceRect.Width * TextureScale.X * Scale);
sectionOffset.Y += MathUtils.PositiveModulo(-textureOffset.Y, Prefab.Sprite.SourceRect.Height * TextureScale.Y * Scale);
Vector2 pos = new Vector2(drawSection.X, drawSection.Y);
pos -= rect.Location.ToVector2();
pos = advanceX * pos.X + advanceY * pos.Y;
pos += rect.Location.ToVector2();
pos = new Vector2(pos.X + rect.Width / 2 + drawOffset.X, -(pos.Y - rect.Height / 2 + drawOffset.Y));
Prefab.Sprite.DrawTiled(
spriteBatch,
pos,
new Vector2(drawSection.Width, drawSection.Height),
rotation: sectionSpriteRotationRad,
origin: rect.Size.ToVector2() * new Vector2(0.5f, 0.5f),
color: color,
startOffset: sectionOffset,
depth: depth,
textureScale: TextureScale * Scale,
spriteEffects: Prefab.Sprite.effects ^ SpriteEffects);
}
foreach (var decorativeSprite in Prefab.DecorativeSprites)
{
if (!spriteAnimState[decorativeSprite].IsActive) { continue; }
float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState, spriteAnimState[decorativeSprite].RandomRotationFactor) + RotationRad;
Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState, spriteAnimState[decorativeSprite].RandomOffsetMultiplier) * Scale;
if (FlippedX && Prefab.CanSpriteFlipX) { offset.X = -offset.X; }
if (FlippedY && Prefab.CanSpriteFlipY) { offset.Y = -offset.Y; }
Vector2 drawPos = DrawPosition + MathUtils.RotatePoint(offset, -this.RotationRad);
decorativeSprite.Sprite.Draw(
spriteBatch: spriteBatch,
pos: drawPos.FlipY(),
color: color,
rotate: rotation,
origin: decorativeSprite.Sprite.Origin,
scale: decorativeSprite.GetScale(ref spriteAnimState[decorativeSprite].ScaleState, spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale,
spriteEffect: Prefab.Sprite.effects ^ SpriteEffects,
depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - Prefab.Sprite.Depth), 0.999f));
}
}
static float GetRotationForSprite(float rotationRad, Sprite sprite)
{
// Use bitwise operations instead of HasFlag to avoid boxing, as this is performance-sensitive code.
bool flipHorizontally = (sprite.effects & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;
bool flipVertically = (sprite.effects & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
if (flipHorizontally != flipVertically)
{
rotationRad = -rotationRad;
}
return rotationRad;
}
if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.5f)
{
if (Bodies != null)
{
foreach (var body in Bodies)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(body.Position);
if (Submarine != null) { pos += Submarine.DrawPosition; }
pos.Y = -pos.Y;
var dimensions = bodyDimensions[body];
GUI.DrawRectangle(spriteBatch,
pos,
ConvertUnits.ToDisplayUnits(dimensions.X),
ConvertUnits.ToDisplayUnits(dimensions.Y),
-body.Rotation, Color.White);
}
}
if (SectionCount > 0 && HasBody)
{
for (int i = 0; i < SectionCount; i++)
{
if (GetSection(i).damage > 0)
{
var textPos = SectionPosition(i, true);
if (Submarine != null)
{
textPos += (Submarine.DrawPosition - Submarine.Position);
}
textPos.Y = -textPos.Y;
GUI.DrawString(spriteBatch, textPos, "Damage: " + (int)((GetSection(i).damage / MaxHealth) * 100f) + "%", Color.Yellow);
}
}
}
}
}
public void UpdateSpriteStates(float deltaTime)
{
if (Prefab.DecorativeSpriteGroups.Count == 0) { return; }
DecorativeSprite.UpdateSpriteStates(Prefab.DecorativeSpriteGroups, spriteAnimState, ID, deltaTime, ConditionalMatches);
foreach (int spriteGroup in Prefab.DecorativeSpriteGroups.Keys)
{
for (int i = 0; i < Prefab.DecorativeSpriteGroups[spriteGroup].Length; i++)
{
var decorativeSprite = Prefab.DecorativeSpriteGroups[spriteGroup][i];
if (decorativeSprite == null) { continue; }
if (spriteGroup > 0)
{
int activeSpriteIndex = ID % Prefab.DecorativeSpriteGroups[spriteGroup].Length;
if (i != activeSpriteIndex)
{
spriteAnimState[decorativeSprite].IsActive = false;
continue;
}
}
//check if the sprite is active (whether it should be drawn or not)
var spriteState = spriteAnimState[decorativeSprite];
spriteState.IsActive = true;
foreach (PropertyConditional conditional in decorativeSprite.IsActiveConditionals)
{
if (!ConditionalMatches(conditional))
{
spriteState.IsActive = false;
break;
}
}
if (!spriteState.IsActive) { continue; }
//check if the sprite should be animated
bool animate = true;
foreach (PropertyConditional conditional in decorativeSprite.AnimationConditionals)
{
if (!ConditionalMatches(conditional)) { animate = false; break; }
}
if (!animate) { continue; }
spriteState.OffsetState += deltaTime;
spriteState.RotationState += deltaTime;
}
}
}
private bool ConditionalMatches(PropertyConditional conditional)
{
if (!string.IsNullOrEmpty(conditional.TargetItemComponent))
{
return false;
}
else
{
if (!conditional.Matches(this)) { return false; }
}
return true;
}
public void ClientEventRead(IReadMessage msg, float sendingTime)
{
byte sectionCount = msg.ReadByte();
bool invalidMessage = false;
if (sectionCount != Sections.Length)
{
invalidMessage = true;
string errorMsg = $"Error while reading a network event for the structure \"{Name} ({ID})\". Section count does not match (server: {sectionCount} client: {Sections.Length})";
GameAnalyticsManager.AddErrorEventOnce("Structure.ClientRead:SectionCountMismatch", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
throw new Exception(errorMsg);
}
for (int i = 0; i < sectionCount; i++)
{
float damage = msg.ReadRangedSingle(0.0f, 1.0f, 8) * MaxHealth;
if (!invalidMessage && i < Sections.Length)
{
SetDamage(i, damage, isNetworkEvent: true);
}
}
}
}
}