- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
153 lines
5.9 KiB
C#
153 lines
5.9 KiB
C#
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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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class Ragdoll
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{
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partial void ImpactProjSpecific(float impact, Body body)
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{
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float volume = Math.Min(impact - 3.0f, 1.0f);
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if (body.UserData is Limb)
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{
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Limb limb = (Limb)body.UserData;
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if (impact > 3.0f && limb.HitSound != null && limb.soundTimer <= 0.0f)
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{
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limb.soundTimer = Limb.SoundInterval;
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limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
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}
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}
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else if (body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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if (impact > ImpactTolerance)
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{
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
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}
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}
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if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
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}
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}
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partial void Splash(Limb limb, Hull limbHull)
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{
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//create a splash particle
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GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
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0.0f, limbHull);
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GameMain.ParticleManager.CreateParticle("bubbles",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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limb.LinearVelocity * 0.001f,
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0.0f, limbHull);
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//if the Character dropped into water, create a wave
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if (limb.LinearVelocity.Y < 0.0f)
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{
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if (splashSoundTimer <= 0.0f)
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{
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SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
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splashSoundTimer = 0.5f;
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}
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}
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}
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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if (simplePhysicsEnabled) return;
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Collider.UpdateDrawPosition();
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foreach (Limb limb in Limbs)
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{
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limb.Draw(spriteBatch);
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}
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}
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public void DebugDraw(SpriteBatch spriteBatch)
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{
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if (!GameMain.DebugDraw || !character.Enabled) return;
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if (simplePhysicsEnabled) return;
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foreach (Limb limb in Limbs)
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{
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if (limb.pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
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if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
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}
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limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
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}
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Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
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GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.ToString(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
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foreach (RevoluteJoint joint in limbJoints)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
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pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
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}
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foreach (Limb limb in Limbs)
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{
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if (limb.body.TargetPosition != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)limb.body.TargetPosition);
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if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
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GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan);
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}
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}
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if (character.MemState.Count > 1)
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{
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Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
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if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
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prevPos.Y = -prevPos.Y;
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for (int i = 1; i < character.MemState.Count; i++)
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{
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Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
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if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
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currPos.Y = -currPos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan * 0.6f, true, 0.01f);
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GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.6f, 0, 3);
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prevPos = currPos;
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}
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}
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if (ignorePlatforms)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
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new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
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Color.Orange, 0, 5);
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}
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}
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}
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}
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