Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/MiniMap.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- 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
2017-06-27 09:52:57 -03:00

130 lines
5.5 KiB
C#

using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Items.Components
{
partial class MiniMap : Powered
{
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (item.Submarine == null) return;
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
if (!hasPower) return;
Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60);
float size = Math.Min((float)miniMap.Width / (float)item.Submarine.Borders.Width, (float)miniMap.Height / (float)item.Submarine.Borders.Height);
foreach (Hull hull in Hull.hullList)
{
Point topLeft = new Point(
miniMap.X + (int)((hull.Rect.X - item.Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
miniMap.Y - (int)((hull.Rect.Y - item.Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size));
Point bottomRight = new Point(
topLeft.X + (int)(hull.Rect.Width * size),
topLeft.Y + (int)(hull.Rect.Height * size));
topLeft.X = (int)MathUtils.RoundTowardsClosest(topLeft.X, 4);
topLeft.Y = (int)MathUtils.RoundTowardsClosest(topLeft.Y, 4);
bottomRight.X = (int)MathUtils.RoundTowardsClosest(bottomRight.X, 4);
bottomRight.Y = (int)MathUtils.RoundTowardsClosest(bottomRight.Y, 4);
Rectangle hullRect = new Rectangle(
topLeft, bottomRight - topLeft);
HullData hullData;
hullDatas.TryGetValue(hull, out hullData);
Color borderColor = Color.Green;
//hull integrity -----------------------------------
float? gapOpenSum = 0.0f;
if (ShowHullIntegrity)
{
gapOpenSum = hull.ConnectedGaps.Where(g => !g.IsRoomToRoom).Sum(g => g.Open);
borderColor = Color.Lerp(borderColor, Color.Red, Math.Min((float)gapOpenSum, 1.0f));
}
//oxygen -----------------------------------
float? oxygenAmount = null;
if (RequireOxygenDetectors && (hullData == null || hullData.Oxygen == null))
{
borderColor *= 0.5f;
}
else
{
oxygenAmount = hullData != null && hullData.Oxygen != null ? (float)hullData.Oxygen : hull.OxygenPercentage;
GUI.DrawRectangle(spriteBatch, hullRect, Color.Lerp(Color.Red * 0.5f, Color.Green * 0.3f, (float)oxygenAmount / 100.0f), true);
}
//water -----------------------------------
float? waterAmount = null;
if (RequireWaterDetectors && (hullData == null || hullData.Water == null))
{
borderColor *= 0.5f;
}
else
{
waterAmount = hullData != null && hullData.Water != null ?
(float)hullData.Water :
Math.Min(hull.Volume / hull.FullVolume, 1.0f);
if (hullRect.Height * waterAmount > 3.0f)
{
Rectangle waterRect = new Rectangle(
hullRect.X,
(int)(hullRect.Y + hullRect.Height * (1.0f - waterAmount)),
hullRect.Width,
(int)(hullRect.Height * waterAmount));
waterRect.Inflate(-3, -3);
GUI.DrawRectangle(spriteBatch, waterRect, Color.DarkBlue, true);
GUI.DrawLine(spriteBatch, new Vector2(waterRect.X, waterRect.Y), new Vector2(waterRect.Right, waterRect.Y), Color.LightBlue);
}
}
if (hullRect.Contains(PlayerInput.MousePosition))
{
borderColor = Color.White;
if (gapOpenSum > 0.1f)
{
GUI.DrawString(spriteBatch,
new Vector2(x + 10, y + height - 60),
"Hull breach", Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont);
}
GUI.DrawString(spriteBatch,
new Vector2(x + 10, y + height - 60),
oxygenAmount == null ? "Air quality data not available" : "Air quality: " + (int)oxygenAmount + " %",
oxygenAmount == null ? Color.Red : Color.Lerp(Color.Red, Color.LightGreen, (float)oxygenAmount / 100.0f),
Color.Black * 0.5f, 2, GUI.SmallFont);
GUI.DrawString(spriteBatch,
new Vector2(x + 10, y + height - 40),
waterAmount == null ? "Water level data not available" : "Water level: " + (int)(waterAmount * 100.0f) + " %",
waterAmount == null ? Color.Red : Color.Lerp(Color.LightGreen, Color.Red, (float)waterAmount),
Color.Black * 0.5f, 2, GUI.SmallFont);
}
GUI.DrawRectangle(spriteBatch, hullRect, borderColor, false, 0.0f, 2);
}
}
}
}