Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Gap.cs
Joonas Rikkonen f46dc5da28 Water flow logic tweaking:
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
2017-10-10 21:07:45 +03:00

62 lines
2.4 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma
{
partial class Gap : MapEntity
{
public override void Draw(SpriteBatch sb, bool editing, bool back = true)
{
if (GameMain.DebugDraw)
{
Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height / 2.0f));
GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y) / 10.0f, Color.Red);
GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
}
if (!editing || !ShowGaps) return;
Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
if (isHighlighted) clr = Color.Gold;
float depth = (ID % 255) * 0.000001f;
GUI.DrawRectangle(
sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height),
clr * 0.5f, true,
depth,
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
for (int i = 0; i < linkedTo.Count; i++)
{
Vector2 dir = IsHorizontal ?
new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
GUI.Arrow.Draw(sb,
arrowPos, clr * 0.8f,
GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
IsHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f),
SpriteEffects.None, depth);
}
if (IsSelected)
{
GUI.DrawRectangle(sb,
new Vector2(WorldRect.X - 5, -WorldRect.Y - 5),
new Vector2(rect.Width + 10, rect.Height + 10),
Color.Red,
false,
depth,
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
}
}
}
}