Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Screens/TestScreen.cs
T
2021-08-26 21:08:21 +09:00

125 lines
4.2 KiB
C#

#nullable enable
using System;
using System.Linq;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
/*
* This screen only exists because I'm going mental without access to EnC on Linux.
* This is fucking stupid and horrible.
* Remember to remove this crap eventually.
* - Markus
*/
namespace Barotrauma
{
class TestScreen : EditorScreen
{
public override Camera Cam { get; }
private Item? miniMapItem;
private Submarine? submarine;
private Character? dummyCharacter;
public static Effect BlueprintEffect;
public TestScreen()
{
Cam = new Camera();
BlueprintEffect = GameMain.GameScreen.BlueprintEffect;
new GUIButton(new RectTransform(new Point(256, 256), Frame.RectTransform), "Reload shader")
{
OnClicked = (button, o) =>
{
BlueprintEffect.Dispose();
GameMain.Instance.Content.Unload();
BlueprintEffect = GameMain.Instance.Content.Load<Effect>("Effects/blueprintshader_opengl");
GameMain.GameScreen.BlueprintEffect = BlueprintEffect;
return true;
}
};
}
public override void Select()
{
base.Select();
if (dummyCharacter is { Removed: false })
{
dummyCharacter?.Remove();
}
// ????????
submarine = new Submarine(SubmarineInfo.SavedSubmarines.FirstOrDefault(info => info.Name.Equals("Kastrull", StringComparison.OrdinalIgnoreCase)));
miniMapItem = new Item(ItemPrefab.Find(null, "statusmonitor"), Vector2.Zero, submarine);
MiniMap miniMap = miniMapItem.GetComponent<MiniMap>();
miniMap.PowerConsumption = 0;
dummyCharacter = Character.Create(CharacterPrefab.HumanSpeciesName, Vector2.Zero, "", id: Entity.DummyID, hasAi: false);
dummyCharacter.Info.Name = "Galldren";
dummyCharacter.Inventory.CreateSlots();
Character.Controlled = dummyCharacter;
GameMain.World.ProcessChanges();
}
public override void AddToGUIUpdateList()
{
Frame.AddToGUIUpdateList();
CharacterHUD.AddToGUIUpdateList(dummyCharacter);
dummyCharacter?.SelectedConstruction?.AddToGUIUpdateList();
}
public override void Update(double deltaTime)
{
base.Update(deltaTime);
if (dummyCharacter is { } dummy && miniMapItem is { } item)
{
if (dummy.SelectedConstruction != item)
{
dummy.SelectedConstruction = item;
}
dummy.SelectedConstruction?.UpdateHUD(Cam, dummy, (float)deltaTime);
Vector2 pos = FarseerPhysics.ConvertUnits.ToSimUnits(item.Position);
foreach (Limb limb in dummy.AnimController.Limbs)
{
limb.body.SetTransform(pos, 0.0f);
}
if (dummy.AnimController?.Collider is { } collider)
{
collider.SetTransform(pos, 0);
}
dummy.ControlLocalPlayer((float)deltaTime, Cam, false);
dummy.Control((float)deltaTime, Cam);
dummy.Submarine = submarine;
}
}
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
base.Draw(deltaTime, graphics, spriteBatch);
graphics.Clear(BackgroundColor);
spriteBatch.Begin(SpriteSortMode.BackToFront, transformMatrix: Cam.Transform);
miniMapItem?.Draw(spriteBatch, false);
if (dummyCharacter is { } dummy)
{
dummyCharacter.DrawFront(spriteBatch, Cam);
dummyCharacter.Draw(spriteBatch, Cam);
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState);
GUI.Draw(Cam, spriteBatch);
dummyCharacter?.DrawHUD(spriteBatch, Cam, false);
spriteBatch.End();
}
}
}