Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Particles/ParticlePrefab.cs
2023-12-14 16:11:27 +02:00

300 lines
14 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Particles
{
class ParticlePrefab : Prefab, ISerializableEntity
{
public static readonly PrefabCollection<ParticlePrefab> Prefabs = new PrefabCollection<ParticlePrefab>();
public enum DrawTargetType { Air = 1, Water = 2, Both = 3 }
public readonly List<Sprite> Sprites;
public override void Dispose()
{
GameMain.ParticleManager?.RemoveByPrefab(this);
foreach (Sprite spr in Sprites)
{
spr.Remove();
}
Sprites.Clear();
}
public string Name => Identifier.Value;
[Editable(0.0f, float.MaxValue), Serialize(5.0f, IsPropertySaveable.No, description: "How many seconds the particle remains alive.")]
public float LifeTime { get; private set; }
[Editable(0.0f, float.MaxValue), Serialize(0.0f, IsPropertySaveable.No, description: "Will randomize lifetime value between lifetime and lifetimeMin. If left to 0 will use only lifetime value.")]
public float LifeTimeMin { get; private set; }
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How long it takes for the particle to appear after spawning it.")]
public float StartDelayMin { get; private set; }
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How long it takes for the particle to appear after spawning it.")]
public float StartDelayMax { get; private set; }
//movement -----------------------------------------
private float angularVelocityMin;
public float AngularVelocityMinRad { get; private set; }
[Editable, Serialize(0.0f, IsPropertySaveable.No)]
public float AngularVelocityMin
{
get { return angularVelocityMin; }
private set
{
angularVelocityMin = value;
AngularVelocityMinRad = MathHelper.ToRadians(value);
}
}
private float angularVelocityMax;
public float AngularVelocityMaxRad { get; private set; }
[Editable, Serialize(0.0f, IsPropertySaveable.No)]
public float AngularVelocityMax
{
get { return angularVelocityMax; }
private set
{
angularVelocityMax = value;
AngularVelocityMaxRad = MathHelper.ToRadians(value);
}
}
private float startRotationMin;
public float StartRotationMinRad { get; private set; }
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "The minimum initial rotation of the particle (in degrees).")]
public float StartRotationMin
{
get { return startRotationMin; }
private set
{
startRotationMin = value;
StartRotationMinRad = MathHelper.ToRadians(value);
}
}
private float startRotationMax;
public float StartRotationMaxRad { get; private set; }
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "The maximum initial rotation of the particle (in degrees).")]
public float StartRotationMax
{
get { return startRotationMax; }
private set
{
startRotationMax = value;
StartRotationMaxRad = MathHelper.ToRadians(value);
}
}
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the particle face the direction it's moving towards.")]
public bool RotateToDirection { get; private set; }
[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, IsPropertySaveable.No, description: "Drag applied to the particle when it's moving through air.")]
public float Drag { get; private set; }
[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, IsPropertySaveable.No, description: "Drag applied to the particle when it's moving through water.")]
public float WaterDrag { get; private set; }
private Vector2 velocityChange;
public Vector2 VelocityChangeDisplay { get; private set; }
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the velocity of the particle changes per second.")]
public Vector2 VelocityChange
{
get { return velocityChange; }
private set
{
velocityChange = value;
VelocityChangeDisplay = ConvertUnits.ToDisplayUnits(value);
}
}
private Vector2 velocityChangeWater;
public Vector2 VelocityChangeWaterDisplay { get; private set; }
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the velocity of the particle changes per second when in water.")]
public Vector2 VelocityChangeWater
{
get { return velocityChangeWater; }
private set
{
velocityChangeWater = value;
VelocityChangeWaterDisplay = ConvertUnits.ToDisplayUnits(value);
}
}
[Editable(0.0f, 10000.0f), Serialize(0.0f, IsPropertySaveable.No, description: "Radius of the particle's collider. Only has an effect if UseCollision is set to true.")]
public float CollisionRadius { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "If enabled, the size (or changes in size) of the particle doesn't affect the size of the collider.")]
public bool InvariantCollisionSize { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "Does the particle collide with the walls of the submarine and the level.")]
public bool UseCollision { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "Does the particle disappear when it collides with something.")]
public bool DeleteOnCollision { get; private set; }
[Editable(0.0f, 1.0f), Serialize(0.5f, IsPropertySaveable.No, description: "The friction coefficient of the particle, i.e. how much it slows down when it's sliding against a surface.")]
public float Friction { get; private set; }
[Editable(0.0f, 1.0f)]
[Serialize(0.5f, IsPropertySaveable.No, description: "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (1.0 = the particle stops completely).")]
public float Restitution { get; private set; }
//size -----------------------------------------
[Editable, Serialize("1.0,1.0", IsPropertySaveable.No, description: "The minimum initial size of the particle.")]
public Vector2 StartSizeMin { get; private set; }
[Editable, Serialize("1.0,1.0", IsPropertySaveable.No, description: "The maximum initial size of the particle.")]
public Vector2 StartSizeMax { get; private set; }
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
public Vector2 SizeChangeMin { get; private set; }
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
public Vector2 SizeChangeMax { get; private set; }
[Editable(minValue: 0, maxValue: float.MaxValue, decimals: 2), Serialize(0.0f, IsPropertySaveable.No, description: "How many seconds it takes for the particle to grow to it's initial size.")]
public float GrowTime { get; private set; }
//rendering -----------------------------------------
[Editable, Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.No, description: "The initial color of the particle.")]
public Color StartColor { get; private set; }
[Editable, Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.No, description: "The initial color of the particle.")]
public Color MiddleColor { get; private set; }
[Editable, Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.No, description: "The color of the particle at the end of its lifetime.")]
public Color EndColor { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "If true the color will go from StartColor to EndcColor and back to StartColor.")]
public bool UseMiddleColor { get; private set; }
[Editable, Serialize(DrawTargetType.Air, IsPropertySaveable.No, description: "Should the particle be rendered in air, water or both.")]
public DrawTargetType DrawTarget { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the particle be always rendered on top of entities?")]
public bool DrawOnTop { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "Draw the particle even when it's calculated to be outside of view (the formula doesn't take scales into account). ")]
public bool DrawAlways { get; private set; }
[Editable, Serialize(ParticleBlendState.AlphaBlend, IsPropertySaveable.No, description: "The type of blending to use when rendering the particle.")]
public ParticleBlendState BlendState { get; private set; }
[Editable, Serialize(0, IsPropertySaveable.No, description: "Particles with a higher priority can replace lower-priority ones if the maximum number of active particles has been reached.")]
public int Priority { get; private set; }
//animation -----------------------------------------
[Editable(0.0f, float.MaxValue), Serialize(1.0f, IsPropertySaveable.No, description: "The duration of the particle's animation cycle (if it's animated).")]
public float AnimDuration { get; private set; }
[Editable, Serialize(true, IsPropertySaveable.No, description: "Should the sprite animation be looped, or stay at the last frame when the animation finishes.")]
public bool LoopAnim { get; private set; }
//----------------------------------------------------
public readonly List<ParticleEmitterPrefab> SubEmitters = new List<ParticleEmitterPrefab>();
public Dictionary<Identifier, SerializableProperty> SerializableProperties
{
get;
private set;
}
//----------------------------------------------------
public ParticlePrefab(ContentXElement element, ContentFile file) : base(file, element.NameAsIdentifier())
{
Sprites = new List<Sprite>();
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
Sprites.Add(new Sprite(subElement));
break;
case "spritesheet":
case "animatedsprite":
Sprites.Add(new SpriteSheet(subElement));
break;
case "particleemitter":
case "emitter":
case "subemitter":
SubEmitters.Add(new ParticleEmitterPrefab(subElement));
break;
}
}
if (Sprites.Count == 0)
{
DebugConsole.ThrowError($"Particle prefab \"{Name}\" in the file \"{file}\" has no sprites defined!",
contentPackage: element.ContentPackage);
}
//if velocity change in water is not given, it defaults to the normal velocity change
if (element.GetAttribute("velocitychangewater") == null)
{
VelocityChangeWater = VelocityChange;
}
if (element.GetAttribute("angularvelocity") != null)
{
AngularVelocityMin = element.GetAttributeFloat("angularvelocity", 0.0f);
AngularVelocityMax = AngularVelocityMin;
}
if (element.GetAttribute("startsize") != null)
{
StartSizeMin = element.GetAttributeVector2("startsize", Vector2.One);
StartSizeMax = StartSizeMin;
}
if (element.GetAttribute("sizechange") != null)
{
SizeChangeMin = element.GetAttributeVector2("sizechange", Vector2.Zero);
SizeChangeMax = SizeChangeMin;
}
if (element.GetAttribute("startrotation") != null)
{
StartRotationMin = element.GetAttributeFloat("startrotation", 0.0f);
StartRotationMax = StartRotationMin;
}
if (CollisionRadius <= 0.0f && UseCollision)
{
CollisionRadius = Sprites.Count > 0 ? Sprites[0].SourceRect.Width / 2.0f : 1;
}
}
public Vector2 CalculateEndPosition(Vector2 startPosition, Vector2 velocity)
{
//endPos = x + vt + 1/2 * at^2
return startPosition + velocity * LifeTime + 0.5f * VelocityChangeDisplay * LifeTime * LifeTime;
}
public Vector2 CalculateEndSize()
{
//endPos = x + vt + 1/2 * at^2
return StartSizeMax + 0.5f * SizeChangeMax * LifeTime * LifeTime;
}
}
}