180 lines
5.9 KiB
C#
180 lines
5.9 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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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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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class LevelObject : ISpatialEntity
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{
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public readonly LevelObjectPrefab Prefab;
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public Vector3 Position;
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public float NetworkUpdateTimer;
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public float Scale;
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public float Rotation;
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private int spriteIndex;
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public LevelObjectPrefab ActivePrefab;
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public PhysicsBody PhysicsBody
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{
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get;
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private set;
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}
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public List<LevelTrigger> Triggers
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{
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get;
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private set;
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}
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public bool NeedsNetworkSyncing
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{
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get { return Triggers != null && Triggers.Any(t => t.NeedsNetworkSyncing); }
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set
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{
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if (Triggers == null) { return; }
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Triggers.ForEach(t => t.NeedsNetworkSyncing = false);
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}
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}
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public bool NeedsUpdate
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{
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get; private set;
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}
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public Sprite Sprite
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{
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get
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{
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var prefab = ActivePrefab?.Sprites.Count > 0 ? ActivePrefab : Prefab;
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return spriteIndex < 0 || prefab.Sprites.Count == 0 ? null : prefab.Sprites[spriteIndex % prefab.Sprites.Count];
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}
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}
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Vector2 ISpatialEntity.Position => new Vector2(Position.X, Position.Y);
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public Vector2 WorldPosition => new Vector2(Position.X, Position.Y);
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public Vector2 SimPosition => ConvertUnits.ToSimUnits(WorldPosition);
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public Submarine Submarine => null;
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public Level.Cave ParentCave;
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public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
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{
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ActivePrefab = Prefab = prefab;
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Position = position;
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Scale = scale;
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Rotation = rotation;
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spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.Server) : -1;
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if (Sprite != null && prefab.SpriteSpecificPhysicsBodyElements.ContainsKey(Sprite))
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{
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PhysicsBody = new PhysicsBody(prefab.SpriteSpecificPhysicsBodyElements[Sprite], ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
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}
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else if (prefab.PhysicsBodyElement != null)
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{
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PhysicsBody = new PhysicsBody(prefab.PhysicsBodyElement, ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
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}
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if (PhysicsBody != null)
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{
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PhysicsBody.SetTransformIgnoreContacts(PhysicsBody.SimPosition, -Rotation);
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PhysicsBody.BodyType = BodyType.Static;
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PhysicsBody.CollisionCategories = Physics.CollisionLevel;
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PhysicsBody.CollidesWith = Physics.CollisionWall | Physics.CollisionCharacter;
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}
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foreach (XElement triggerElement in prefab.LevelTriggerElements)
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{
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Triggers ??= new List<LevelTrigger>();
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Vector2 triggerPosition = triggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;
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if (rotation != 0.0f)
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{
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var ca = (float)Math.Cos(rotation);
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var sa = (float)Math.Sin(rotation);
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triggerPosition = new Vector2(
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ca * triggerPosition.X + sa * triggerPosition.Y,
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-sa * triggerPosition.X + ca * triggerPosition.Y);
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}
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var newTrigger = new LevelTrigger(triggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale, prefab.Name);
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int parentTriggerIndex = prefab.LevelTriggerElements.IndexOf(triggerElement.Parent);
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if (parentTriggerIndex > -1) { newTrigger.ParentTrigger = Triggers[parentTriggerIndex]; }
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Triggers.Add(newTrigger);
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}
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if (spriteIndex == -1)
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{
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foreach (var overrideProperties in prefab.OverrideProperties)
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{
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if (overrideProperties == null) { continue; }
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if (overrideProperties.Sprites.Count > 0)
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{
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spriteIndex = Rand.Int(overrideProperties.Sprites.Count, Rand.RandSync.Server);
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break;
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}
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}
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}
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NeedsUpdate = NeedsNetworkSyncing || (Triggers != null && Triggers.Any()) || Prefab.PhysicsBodyTriggerIndex > -1;
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InitProjSpecific();
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}
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partial void InitProjSpecific();
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public Vector2 LocalToWorld(Vector2 localPosition, float swingState = 0.0f)
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{
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Vector2 emitterPos = localPosition * Scale;
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if (Rotation != 0.0f || Prefab.SwingAmountRad != 0.0f)
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{
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float rot = Rotation + swingState * Prefab.SwingAmountRad;
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var ca = (float)Math.Cos(rot);
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var sa = (float)Math.Sin(rot);
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emitterPos = new Vector2(
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ca * emitterPos.X + sa * emitterPos.Y,
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-sa * emitterPos.X + ca * emitterPos.Y);
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}
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return new Vector2(Position.X, Position.Y) + emitterPos;
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}
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public void Remove()
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{
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RemoveProjSpecific();
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}
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partial void RemoveProjSpecific();
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public override string ToString()
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{
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return "LevelObject (" + ActivePrefab.Name + ")";
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}
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public void ServerWrite(IWriteMessage msg, Client c)
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{
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if (Triggers == null) { return; }
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for (int j = 0; j < Triggers.Count; j++)
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{
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if (!Triggers[j].UseNetworkSyncing) { continue; }
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Triggers[j].ServerWrite(msg, c);
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}
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}
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}
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}
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