Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Particles/Decal.cs
T

90 lines
2.9 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma.Particles
{
class Decal
{
public readonly DecalPrefab Prefab;
public Vector2 Position;
public readonly Sprite Sprite;
private float fadeTimer;
public Color Color
{
get { return Prefab.Color; }
}
public float FadeTimer
{
get { return fadeTimer; }
}
public float LifeTime
{
get { return Prefab.LifeTime; }
}
private float scale;
private Rectangle clippedSourceRect;
public Decal(DecalPrefab prefab, float scale, Vector2 worldPosition, Hull hull)
{
Prefab = prefab;
//transform to hull-relative coordinates so we don't have to worry about the hull moving
Position = worldPosition - hull.WorldRect.Location.ToVector2();
Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
Sprite = prefab.Sprites[Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced)];
Rectangle drawRect = new Rectangle(
(int)(drawPos.X - Sprite.size.X / 2 * scale),
(int)(drawPos.Y + Sprite.size.Y / 2 * scale),
(int)(Sprite.size.X * scale),
(int)(Sprite.size.Y * scale));
Rectangle overFlowAmount = new Rectangle(
(int)Math.Max(hull.Rect.X - drawRect.X, 0.0f),
(int)Math.Max(drawRect.Y - hull.Rect.Y, 0.0f),
(int)Math.Max(drawRect.Right - hull.Rect.Right, 0.0f),
(int)Math.Max((hull.Rect.Y - hull.Rect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
clippedSourceRect = new Rectangle(
Sprite.SourceRect.X + (int)(overFlowAmount.X / scale),
Sprite.SourceRect.Y + (int)(overFlowAmount.Y / scale),
Sprite.SourceRect.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / scale));
Position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
this.scale = scale;
}
public void Update(float deltaTime)
{
fadeTimer += deltaTime;
}
public void Draw(SpriteBatch spriteBatch, Hull hull)
{
Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
drawPos += hull.Submarine.DrawPosition;
drawPos.Y = -drawPos.Y;
float a = 1.0f;
if (fadeTimer > Prefab.LifeTime - Prefab.FadeTime)
{
a = (Prefab.LifeTime - fadeTimer) / Prefab.FadeTime;
}
spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * a, 0, Vector2.Zero , scale, SpriteEffects.None, 1);
}
}
}