Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs
2022-07-14 16:54:36 +03:00

373 lines
12 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
using Barotrauma.Networking;
using Barotrauma.Extensions;
#if CLIENT
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Lights;
#endif
namespace Barotrauma.Items.Components
{
partial class LightComponent : Powered, IServerSerializable, IDrawableComponent
{
private Color lightColor;
private float lightBrightness;
private float blinkFrequency;
private float pulseFrequency, pulseAmount;
private float range;
private float flicker, flickerSpeed;
private bool castShadows;
private bool drawBehindSubs;
private double lastToggleSignalTime;
private string prevColorSignal;
public PhysicsBody ParentBody;
private bool isOn;
private Turret turret;
[Serialize(100.0f, IsPropertySaveable.Yes, description: "The range of the emitted light. Higher values are more performance-intensive.", alwaysUseInstanceValues: true),
Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
public float Range
{
get { return range; }
set
{
range = MathHelper.Clamp(value, 0.0f, 4096.0f);
#if CLIENT
item.ResetCachedVisibleSize();
if (Light != null) { Light.Range = range; }
#endif
}
}
private float rotation;
public float Rotation
{
get { return rotation; }
set
{
rotation = value;
SetLightSourceTransformProjSpecific();
}
}
[Editable, Serialize(true, IsPropertySaveable.Yes, description: "Should structures cast shadows when light from this light source hits them. " +
"Disabling shadows increases the performance of the game, and is recommended for lights with a short range. Lights that are set to be drawn behind subs don't cast shadows, regardless of this setting.", alwaysUseInstanceValues: true)]
public bool CastShadows
{
get { return castShadows; }
set
{
castShadows = value;
#if CLIENT
if (Light != null) Light.CastShadows = value;
#endif
}
}
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. " +
"It's recommended to enable this on decorative lights outside the submarine's hull.", alwaysUseInstanceValues: true)]
public bool DrawBehindSubs
{
get { return drawBehindSubs; }
set
{
drawBehindSubs = value;
#if CLIENT
if (Light != null) Light.IsBackground = drawBehindSubs;
#endif
}
}
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Is the light currently on.", alwaysUseInstanceValues: true)]
public bool IsOn
{
get { return isOn; }
set
{
if (isOn == value && IsActive == value) { return; }
IsActive = isOn = value;
SetLightSourceState(value, value ? lightBrightness : 0.0f);
OnStateChanged();
}
}
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
public float Flicker
{
get { return flicker; }
set
{
flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
#if CLIENT
if (Light != null) { Light.LightSourceParams.Flicker = flicker; }
#endif
}
}
[Editable, Serialize(1.0f, IsPropertySaveable.No, description: "How fast the light flickers.")]
public float FlickerSpeed
{
get { return flickerSpeed; }
set
{
flickerSpeed = value;
#if CLIENT
if (Light != null) { Light.LightSourceParams.FlickerSpeed = flickerSpeed; }
#endif
}
}
[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "How rapidly the light pulsates (in Hz). 0 = no blinking.")]
public float PulseFrequency
{
get { return pulseFrequency; }
set
{
pulseFrequency = MathHelper.Clamp(value, 0.0f, 60.0f);
#if CLIENT
if (Light != null) { Light.LightSourceParams.PulseFrequency = pulseFrequency; }
#endif
}
}
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.0f, IsPropertySaveable.Yes, description: "How much light pulsates (in Hz). 0 = not at all, 1 = alternates between full brightness and off.")]
public float PulseAmount
{
get { return pulseAmount; }
set
{
pulseAmount = MathHelper.Clamp(value, 0.0f, 1.0f);
#if CLIENT
if (Light != null) { Light.LightSourceParams.PulseAmount = pulseAmount; }
#endif
}
}
[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "How rapidly the light blinks on and off (in Hz). 0 = no blinking.")]
public float BlinkFrequency
{
get { return blinkFrequency; }
set
{
blinkFrequency = MathHelper.Clamp(value, 0.0f, 60.0f);
#if CLIENT
if (Light != null) { Light.LightSourceParams.BlinkFrequency = blinkFrequency; }
#endif
}
}
[InGameEditable(FallBackTextTag = "connection.setcolor"), Serialize("255,255,255,255", IsPropertySaveable.Yes, description: "The color of the emitted light (R,G,B,A).", alwaysUseInstanceValues: true)]
public Color LightColor
{
get { return lightColor; }
set
{
lightColor = value;
#if CLIENT
if (Light != null)
{
Light.Color = IsOn ? lightColor.Multiply(currentBrightness) : Color.Transparent;
}
#endif
}
}
[Serialize(false, IsPropertySaveable.No, description: "If enabled, the component will ignore continuous signals received in the toggle input (i.e. a continuous signal will only toggle it once).")]
public bool IgnoreContinuousToggle
{
get;
set;
}
public override void Move(Vector2 amount, bool ignoreContacts = false)
{
#if CLIENT
Light.Position += amount;
#endif
}
public override bool IsActive
{
get
{
return base.IsActive;
}
set
{
if (base.IsActive == value) { return; }
base.IsActive = isOn = value;
SetLightSourceState(value, value ? lightBrightness : 0.0f);
}
}
public LightComponent(Item item, ContentXElement element)
: base(item, element)
{
#if CLIENT
Light = new LightSource(element)
{
ParentSub = item.CurrentHull?.Submarine,
Position = item.Position,
CastShadows = castShadows,
IsBackground = drawBehindSubs,
SpriteScale = Vector2.One * item.Scale,
Range = range
};
Light.LightSourceParams.Flicker = flicker;
Light.LightSourceParams.FlickerSpeed = FlickerSpeed;
Light.LightSourceParams.PulseAmount = pulseAmount;
Light.LightSourceParams.PulseFrequency = pulseFrequency;
Light.LightSourceParams.BlinkFrequency = blinkFrequency;
#endif
IsActive = IsOn;
item.AddTag("light");
}
public override void OnItemLoaded()
{
base.OnItemLoaded();
SetLightSourceState(IsActive, lightBrightness);
turret = item.GetComponent<Turret>();
#if CLIENT
if (Screen.Selected.IsEditor)
{
OnMapLoaded();
}
#endif
}
public override void OnMapLoaded()
{
if (item.body == null && powerConsumption <= 0.0f && Parent == null && turret == null && IsOn &&
(statusEffectLists == null || !statusEffectLists.ContainsKey(ActionType.OnActive)) &&
(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
{
lightBrightness = 1.0f;
SetLightSourceState(true, lightBrightness);
SetLightSourceTransformProjSpecific();
base.IsActive = false;
isOn = true;
#if CLIENT
Light.ParentSub = item.Submarine;
#endif
}
}
public override void Update(float deltaTime, Camera cam)
{
if (item.AiTarget != null)
{
UpdateAITarget(item.AiTarget);
}
UpdateOnActiveEffects(deltaTime);
#if CLIENT
Light.ParentSub = item.Submarine;
#endif
if (item.Container != null)
{
SetLightSourceState(false, 0.0f);
return;
}
SetLightSourceTransformProjSpecific();
PhysicsBody body = ParentBody ?? item.body;
if (body != null && !body.Enabled)
{
SetLightSourceState(false, 0.0f);
return;
}
//currPowerConsumption = powerConsumption;
if (Rand.Range(0.0f, 1.0f) < 0.05f && Voltage < Rand.Range(0.0f, MinVoltage))
{
#if CLIENT
if (Voltage > 0.1f)
{
SoundPlayer.PlaySound("zap", item.WorldPosition, hullGuess: item.CurrentHull);
}
#endif
lightBrightness = 0.0f;
}
else
{
lightBrightness = MathHelper.Lerp(lightBrightness, powerConsumption <= 0.0f ? 1.0f : Math.Min(Voltage, 1.0f), 0.1f);
}
SetLightSourceState(true, lightBrightness);
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
SetLightSourceState(false, 0.0f);
}
public override bool Use(float deltaTime, Character character = null)
{
return true;
}
partial void OnStateChanged();
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
{
case "toggle":
if (signal.value != "0")
{
if (!IgnoreContinuousToggle || lastToggleSignalTime < Timing.TotalTime - 0.1)
{
IsOn = !IsOn;
}
lastToggleSignalTime = Timing.TotalTime;
}
break;
case "set_state":
IsOn = signal.value != "0";
break;
case "set_color":
if (signal.value != prevColorSignal)
{
LightColor = XMLExtensions.ParseColor(signal.value, false);
#if CLIENT
SetLightSourceState(Light.Enabled, currentBrightness);
#endif
prevColorSignal = signal.value;
}
break;
}
}
private void UpdateAITarget(AITarget target)
{
if (!IsActive) { return; }
if (target.MaxSightRange <= 0)
{
target.MaxSightRange = Range * 5;
}
target.SightRange = Math.Max(target.SightRange, target.MaxSightRange * lightBrightness);
}
partial void SetLightSourceState(bool enabled, float brightness);
public void SetLightSourceTransform()
{
SetLightSourceTransformProjSpecific();
}
partial void SetLightSourceTransformProjSpecific();
}
}