Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Characters/AI/Wreck/WreckAI.cs
2022-03-17 01:25:04 +09:00

50 lines
1.7 KiB
C#

using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using Barotrauma.Networking;
namespace Barotrauma
{
partial class WreckAI : IServerSerializable
{
private CoroutineHandle fadeOutRoutine;
partial void FadeOutColors()
{
if (fadeOutRoutine != null)
{
CoroutineManager.StopCoroutines(fadeOutRoutine);
}
fadeOutRoutine = CoroutineManager.StartCoroutine(FadeOutColors(Config.DeadEntityColorFadeOutTime));
}
private IEnumerable<CoroutineStatus> FadeOutColors(float time)
{
float timer = 0;
while (timer < time)
{
timer += CoroutineManager.DeltaTime;
float m = MathHelper.Lerp(1, Config.DeadEntityColorMultiplier, MathUtils.InverseLerp(0, time, timer));
foreach (var item in thalamusItems)
{
if (item.Prefab.BrokenSprites.None())
{
Color c = item.Prefab.SpriteColor;
item.SpriteColor = new Color(c.R / 255f * m, c.G / 255f * m, c.B / 255f * m, c.A / 255f);
}
}
foreach (var structure in thalamusStructures)
{
Color c = structure.Prefab.SpriteColor;
structure.SpriteColor = new Color(c.R / 255f * m, c.G / 255f * m, c.B / 255f * m, c.A / 255f);
}
yield return CoroutineStatus.Running;
}
yield return CoroutineStatus.Success;
}
public void ClientEventRead(IReadMessage msg, float sendingTime)
{
IsAlive = msg.ReadBoolean();
}
}
}