110 lines
4.0 KiB
C#
110 lines
4.0 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Collision;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma.Items.Components
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{
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partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
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{
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public Vector2 DrawSize
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{
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//use the extents of the item as the draw size
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get { return Vector2.Zero; }
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}
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (dockingState == 0.0f) return;
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Vector2 drawPos = item.DrawPosition;
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drawPos.Y = -drawPos.Y;
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var rect = overlaySprite.SourceRect;
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if (IsHorizontal)
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{
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drawPos.Y -= rect.Height / 2;
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if (DockingDir == 1)
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos,
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new Rectangle(
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rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
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(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
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}
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else
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
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new Rectangle(
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rect.X, rect.Y,
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(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
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}
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}
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else
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{
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drawPos.X -= rect.Width / 2;
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if (DockingDir == 1)
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
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new Rectangle(
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rect.X, rect.Y,
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rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
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}
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else
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos,
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new Rectangle(
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rect.X, rect.Y + rect.Height / 2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
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rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
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}
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}
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if (!GameMain.DebugDraw) return;
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if (bodies != null)
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{
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for (int i = 0; i < bodies.Length; i++)
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{
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var body = bodies[i];
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if (body == null) continue;
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body.FixtureList[0].GetAABB(out AABB aabb, 0);
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Vector2 bodyDrawPos = ConvertUnits.ToDisplayUnits(new Vector2(aabb.LowerBound.X, aabb.UpperBound.Y));
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if ((i == 1 || i == 3) && DockingTarget?.item?.Submarine != null) bodyDrawPos += DockingTarget.item.Submarine.Position;
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if ((i == 0 || i == 2) && item.Submarine != null) bodyDrawPos += item.Submarine.Position;
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bodyDrawPos.Y = -bodyDrawPos.Y;
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GUI.DrawRectangle(spriteBatch,
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bodyDrawPos,
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ConvertUnits.ToDisplayUnits(aabb.Extents * 2),
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Color.Gray, false, 0.0f, 4);
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}
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}
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if (doorBody != null && doorBody.Enabled)
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{
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doorBody.FixtureList[0].GetAABB(out AABB aabb, 0);
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Vector2 bodyDrawPos = ConvertUnits.ToDisplayUnits(new Vector2(aabb.LowerBound.X, aabb.UpperBound.Y));
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if (item?.Submarine != null) bodyDrawPos += item.Submarine.Position;
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bodyDrawPos.Y = -bodyDrawPos.Y;
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GUI.DrawRectangle(spriteBatch,
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bodyDrawPos,
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ConvertUnits.ToDisplayUnits(aabb.Extents * 2),
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Color.Gray, false, 0, 8);
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}
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}
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}
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}
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