304 lines
8.5 KiB
C#
304 lines
8.5 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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using Lidgren.Network;
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#if CLIENT
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Lights;
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#endif
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namespace Barotrauma.Items.Components
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{
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partial class LightComponent : Powered, IServerSerializable, IDrawableComponent
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{
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private Color lightColor;
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private float lightBrightness;
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private float blinkFrequency;
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private float range;
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private float flicker;
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private bool castShadows;
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private bool drawBehindSubs;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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public float Range
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{
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get { return range; }
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set
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{
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range = MathHelper.Clamp(value, 0.0f, 4096.0f);
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#if CLIENT
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if (light != null) light.Range = range;
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#endif
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}
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}
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public float Rotation;
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[Editable(ToolTip = "Should structures cast shadows when light from this light source hits them. "+
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"Disabling shadows increases the performance of the game, and is recommended for lights with a short range."), Serialize(true, true)]
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public bool CastShadows
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{
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get { return castShadows; }
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set
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{
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castShadows = value;
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#if CLIENT
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if (light != null) light.CastShadows = value;
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#endif
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}
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}
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[Editable(ToolTip = "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. "+
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"It's recommended to enable this on decorative lights outside the submarine's hull."), Serialize(false, true)]
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public bool DrawBehindSubs
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{
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get { return drawBehindSubs; }
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set
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{
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drawBehindSubs = value;
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#if CLIENT
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if (light != null) light.IsBackground = drawBehindSubs;
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#endif
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}
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}
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[Editable, Serialize(false, true)]
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public bool IsOn
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{
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get { return IsActive; }
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set
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{
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if (IsActive == value) return;
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IsActive = value;
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#if SERVER
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if (GameMain.Server != null) item.CreateServerEvent(this);
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#endif
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}
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}
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[Serialize(0.0f, false)]
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public float Flicker
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{
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get { return flicker; }
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set
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{
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flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
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}
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}
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[Editable, Serialize(0.0f, true)]
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public float BlinkFrequency
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{
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get { return blinkFrequency; }
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set
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{
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blinkFrequency = MathHelper.Clamp(value, 0.0f, 60.0f);
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}
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}
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[InGameEditable, Serialize("1.0,1.0,1.0,1.0", true)]
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public Color LightColor
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{
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get { return lightColor; }
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set
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{
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lightColor = value;
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#if CLIENT
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if (light != null) light.Color = IsActive ? lightColor : Color.Transparent;
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#endif
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}
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}
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public override void Move(Vector2 amount)
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{
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#if CLIENT
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light.Position += amount;
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#endif
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}
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public override bool IsActive
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{
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get
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{
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return base.IsActive;
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}
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set
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{
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base.IsActive = value;
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#if CLIENT
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if (light == null) return;
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light.Color = value ? lightColor : Color.Transparent;
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if (!value) lightBrightness = 0.0f;
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#endif
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}
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}
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public LightComponent(Item item, XElement element)
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: base (item, element)
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{
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#if CLIENT
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light = new LightSource(element)
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{
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ParentSub = item.CurrentHull?.Submarine,
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Position = item.Position,
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CastShadows = castShadows,
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IsBackground = drawBehindSubs
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};
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#endif
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IsActive = IsOn;
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item.AddTag("light");
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}
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public override void Update(float deltaTime, Camera cam)
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{
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UpdateOnActiveEffects(deltaTime);
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#if CLIENT
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light.ParentSub = item.Submarine;
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if (item.Container != null)
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{
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light.Color = Color.Transparent;
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return;
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}
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light.Position = ParentBody != null ? ParentBody.Position : item.Position;
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#endif
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PhysicsBody body = ParentBody ?? item.body;
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if (body != null)
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{
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#if CLIENT
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light.Rotation = body.Dir > 0.0f ? body.DrawRotation : body.DrawRotation - MathHelper.Pi;
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light.LightSpriteEffect = (body.Dir > 0.0f) ? SpriteEffects.None : SpriteEffects.FlipVertically;
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#endif
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if (!body.Enabled)
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{
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#if CLIENT
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light.Color = Color.Transparent;
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#endif
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return;
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}
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}
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else
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{
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#if CLIENT
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light.Rotation = -Rotation;
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#endif
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}
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if (powerConsumption == 0.0f)
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{
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voltage = 1.0f;
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}
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else
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{
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currPowerConsumption = powerConsumption;
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}
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if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
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{
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#if CLIENT
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if (voltage > 0.1f && sparkSounds.Count > 0)
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{
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var sparkSound = sparkSounds[Rand.Int(sparkSounds.Count)];
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SoundPlayer.PlaySound(sparkSound.Sound, sparkSound.Volume, sparkSound.Range, item.WorldPosition, item.CurrentHull);
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}
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#endif
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lightBrightness = 0.0f;
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}
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else
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{
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lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
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}
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if (blinkFrequency > 0.0f)
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{
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blinkTimer = (blinkTimer + deltaTime * blinkFrequency) % 1.0f;
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}
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if (blinkTimer > 0.5f)
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{
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#if CLIENT
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light.Color = Color.Transparent;
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#endif
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}
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else
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{
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#if CLIENT
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light.Color = lightColor * lightBrightness * (1.0f - Rand.Range(0.0f, Flicker));
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light.Range = range;
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#endif
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}
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if (AITarget != null)
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{
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UpdateAITarget(AITarget);
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}
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if (item.AiTarget != null)
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{
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UpdateAITarget(item.AiTarget);
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}
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voltage = 0.0f;
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}
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#if CLIENT
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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light.Color = Color.Transparent;
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}
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protected override void RemoveComponentSpecific()
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{
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base.RemoveComponentSpecific();
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light.Remove();
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}
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#endif
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public override bool Use(float deltaTime, Character character = null)
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{
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return true;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power, signalStrength);
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switch (connection.Name)
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{
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case "toggle":
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IsActive = !IsActive;
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break;
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case "set_state":
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IsActive = (signal != "0");
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break;
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case "set_color":
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LightColor = XMLExtensions.ParseColor(signal, false);
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break;
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write(IsOn);
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}
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private void UpdateAITarget(AITarget target)
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{
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//voltage > minVoltage || powerConsumption <= 0.0f; <- ?
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target.Enabled = IsActive;
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if (target.MaxSightRange <= 0)
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{
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target.MaxSightRange = Range * 5;
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}
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target.SightRange = IsActive ? target.MaxSightRange * lightBrightness : 0;
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}
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}
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}
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