Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Items/Components/LightComponent.cs
Joonas Rikkonen 694cdfee7b v0.12.0.2
2021-02-10 17:08:21 +02:00

100 lines
3.9 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Lights;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
namespace Barotrauma.Items.Components
{
partial class LightComponent : Powered, IServerSerializable, IDrawableComponent
{
private bool? lastReceivedState;
private CoroutineHandle resetPredictionCoroutine;
private float resetPredictionTimer;
public Vector2 DrawSize
{
get { return new Vector2(light.Range * 2, light.Range * 2); }
}
private LightSource light;
public LightSource Light
{
get { return light; }
}
public override void OnScaleChanged()
{
light.SpriteScale = Vector2.One * item.Scale;
light.Position = ParentBody != null ? ParentBody.Position : item.Position;
}
partial void SetLightSourceState(bool enabled, float brightness)
{
if (light == null) { return; }
light.Enabled = enabled;
light.Color = LightColor.Multiply(brightness);
}
public void Draw(SpriteBatch spriteBatch, bool editing = false, float itemDepth = -1)
{
if (light.LightSprite != null && (item.body == null || item.body.Enabled) && lightBrightness > 0.0f && IsOn)
{
Vector2 origin = light.LightSprite.Origin;
if ((light.LightSpriteEffect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally) { origin.X = light.LightSprite.SourceRect.Width - origin.X; }
if ((light.LightSpriteEffect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically) { origin.Y = light.LightSprite.SourceRect.Height - origin.Y; }
light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness, origin, -light.Rotation, item.Scale, light.LightSpriteEffect, itemDepth - 0.0001f);
}
}
public override void FlipX(bool relativeToSub)
{
if (light?.LightSprite != null && item.Prefab.CanSpriteFlipX && item.body == null)
{
light.LightSpriteEffect = light.LightSpriteEffect == SpriteEffects.None ?
SpriteEffects.FlipHorizontally : SpriteEffects.None;
}
}
partial void OnStateChanged()
{
if (GameMain.Client == null || !lastReceivedState.HasValue) { return; }
//reset to last known server state after the state hasn't changed in 1.0 seconds client-side
resetPredictionTimer = 1.0f;
if (resetPredictionCoroutine == null || !CoroutineManager.IsCoroutineRunning(resetPredictionCoroutine))
{
resetPredictionCoroutine = CoroutineManager.StartCoroutine(ResetPredictionAfterDelay());
}
}
/// <summary>
/// Reset client-side prediction of the light's state to the last known state sent by the server after resetPredictionTimer runs out
/// </summary>
private IEnumerable<object> ResetPredictionAfterDelay()
{
while (resetPredictionTimer > 0.0f)
{
resetPredictionTimer -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
if (lastReceivedState.HasValue) { IsActive = lastReceivedState.Value; }
resetPredictionCoroutine = null;
yield return CoroutineStatus.Success;
}
public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
{
IsActive = msg.ReadBoolean();
lastReceivedState = IsActive;
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
light.Remove();
}
}
}