- 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
127 lines
3.9 KiB
C#
127 lines
3.9 KiB
C#
using System;
|
|
using System.Xml.Linq;
|
|
using FarseerPhysics;
|
|
using FarseerPhysics.Dynamics;
|
|
using FarseerPhysics.Dynamics.Joints;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using Barotrauma.Items.Components;
|
|
using System.Collections.Generic;
|
|
using Barotrauma.Lights;
|
|
using System.Linq;
|
|
using System.IO;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class Limb
|
|
{
|
|
public LightSource LightSource
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
Sound hitSound;
|
|
|
|
public Sound HitSound
|
|
{
|
|
get { return hitSound; }
|
|
}
|
|
|
|
partial void InitProjSpecific(XElement element)
|
|
{
|
|
foreach (XElement subElement in element.Elements())
|
|
{
|
|
switch (subElement.Name.ToString().ToLowerInvariant())
|
|
{
|
|
case "lightsource":
|
|
LightSource = new LightSource(subElement);
|
|
break;
|
|
case "sound":
|
|
hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", ""));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void UpdateProjSpecific()
|
|
{
|
|
if (LightSource != null)
|
|
{
|
|
LightSource.Rotation = dir == Direction.Right ? body.DrawRotation : body.DrawRotation - MathHelper.Pi;
|
|
LightSource.ParentSub = body.Submarine;
|
|
}
|
|
}
|
|
|
|
public void Draw(SpriteBatch spriteBatch)
|
|
{
|
|
float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
|
|
Color color = new Color(brightness, brightness, brightness);
|
|
|
|
body.Dir = Dir;
|
|
|
|
bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
|
|
|
|
if (!hideLimb)
|
|
{
|
|
body.Draw(spriteBatch, sprite, color, null, scale);
|
|
}
|
|
else
|
|
{
|
|
body.UpdateDrawPosition();
|
|
}
|
|
|
|
if (LightSource != null)
|
|
{
|
|
LightSource.Position = body.DrawPosition;
|
|
}
|
|
|
|
foreach (WearableSprite wearable in wearingItems)
|
|
{
|
|
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
|
|
|
Vector2 origin = wearable.Sprite.Origin;
|
|
if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
|
|
|
|
float depth = sprite.Depth - 0.000001f;
|
|
|
|
if (wearable.DepthLimb != LimbType.None)
|
|
{
|
|
Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
|
|
if (depthLimb != null)
|
|
{
|
|
depth = depthLimb.sprite.Depth - 0.000001f;
|
|
}
|
|
}
|
|
|
|
wearable.Sprite.Draw(spriteBatch,
|
|
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
|
color, origin,
|
|
-body.DrawRotation,
|
|
scale, spriteEffect, depth);
|
|
}
|
|
|
|
if (damage > 0.0f && damagedSprite != null && !hideLimb)
|
|
{
|
|
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
|
|
|
float depth = sprite.Depth - 0.0000015f;
|
|
|
|
damagedSprite.Draw(spriteBatch,
|
|
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
|
color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
|
|
-body.DrawRotation,
|
|
1.0f, spriteEffect, depth);
|
|
}
|
|
|
|
if (!GameMain.DebugDraw) return;
|
|
|
|
if (pullJoint != null)
|
|
{
|
|
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
|
|
}
|
|
}
|
|
}
|
|
}
|