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