Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs

75 lines
2.1 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class BackgroundSpriteManager
{
const int MaxSprites = 100;
private List<BackgroundSpritePrefab> prefabs;
private List<BackgroundSprite> activeSprites;
public BackgroundSpriteManager(string configPath)
{
XDocument doc = ToolBox.TryLoadXml(configPath);
if (doc == null) return;
activeSprites = new List<BackgroundSprite>();
prefabs = new List<BackgroundSpritePrefab>();
foreach (XElement element in doc.Root.Elements())
{
prefabs.Add(new BackgroundSpritePrefab(element));
}
}
public void Update(float deltaTime)
{
if (activeSprites.Count < MaxSprites)
{
WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
Vector2 pos = new Vector2(wp.Rect.X, wp.Rect.Y);
pos += Rand.Vector(200.0f);
var prefab = prefabs[Rand.Int(prefabs.Count)];
int amount = Rand.Range(prefab.SwarmMin,prefab.SwarmMax);
List<BackgroundSprite> swarmMembers = new List<BackgroundSprite>();
for (int i = 0; i<amount; i++)
{
var newSprite = new BackgroundSprite(prefab, pos);
activeSprites.Add(newSprite);
swarmMembers.Add(newSprite);
}
if (amount>0)
{
Swarm swarm = new Swarm(swarmMembers, prefab.SwarmRadius);
}
}
foreach (BackgroundSprite sprite in activeSprites)
{
sprite.Update(deltaTime);
}
}
public void Draw(SpriteBatch spriteBatch)
{
foreach (BackgroundSprite sprite in activeSprites)
{
sprite.Draw(spriteBatch);
}
}
}
}