Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Radar.cs
T
Joonas Rikkonen a0d606ef5f Working on improving the serialization system and ObjectProperty/IPropertyObject (TODO: come up with better names). The plan is to:
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
2017-11-03 19:41:21 +02:00

163 lines
4.5 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Radar : Powered, IServerSerializable, IClientSerializable
{
private float range;
private float pingState;
private readonly Sprite pingCircle, screenOverlay;
private readonly Sprite radarBlip;
private float prevPingRadius;
float prevPassivePingRadius;
private Vector2 center;
private float displayRadius;
private float displayScale;
private float displayBorderSize;
[SerializableProperty(10000.0f, false)]
public float Range
{
get { return range; }
set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
}
[SerializableProperty(false, false)]
public bool DetectSubmarineWalls
{
get;
set;
}
public override bool IsActive
{
get
{
return base.IsActive;
}
set
{
base.IsActive = value;
#if CLIENT
if (isActiveTickBox != null) isActiveTickBox.Selected = value;
#endif
}
}
public Radar(Item item, XElement element)
: base(item, element)
{
#if CLIENT
radarBlips = new List<RadarBlip>();
#endif
displayBorderSize = element.GetAttributeFloat("displaybordersize", 0.0f);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "pingcircle":
pingCircle = new Sprite(subElement);
break;
case "screenoverlay":
screenOverlay = new Sprite(subElement);
break;
case "blip":
radarBlip = new Sprite(subElement);
break;
}
}
#if CLIENT
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Active Sonar", Alignment.TopLeft, GuiFrame);
isActiveTickBox.OnSelected = (GUITickBox box) =>
{
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
else if (GameMain.Client != null)
{
item.CreateClientEvent(this);
correctionTimer = CorrectionDelay;
}
IsActive = box.Selected;
return true;
};
GuiFrame.CanBeFocused = false;
#endif
IsActive = false;
}
public override void Update(float deltaTime, Camera cam)
{
currPowerConsumption = powerConsumption;
base.Update(deltaTime, cam);
if (voltage >= minVoltage || powerConsumption <= 0.0f)
{
pingState = pingState + deltaTime * 0.5f;
if (pingState > 1.0f)
{
if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
item.Use(deltaTime);
pingState = 0.0f;
}
}
else
{
pingState = 0.0f;
}
Voltage -= deltaTime;
}
public override bool Use(float deltaTime, Character character = null)
{
return pingState > 1.0f;
}
protected override void RemoveComponentSpecific()
{
if (pingCircle!=null) pingCircle.Remove();
if (screenOverlay != null) screenOverlay.Remove();
}
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
{
bool isActive = msg.ReadBoolean();
if (!item.CanClientAccess(c)) return;
IsActive = isActive;
#if CLIENT
isActiveTickBox.Selected = IsActive;
#endif
item.CreateServerEvent(this);
}
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
{
msg.Write(IsActive);
}
}
}