84 lines
3.5 KiB
C#
84 lines
3.5 KiB
C#
using Barotrauma.Lights;
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using Barotrauma.Particles;
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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partial class FireSource
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{
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private LightSource lightSource;
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partial void UpdateProjSpecific(float growModifier)
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{
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EmitParticles(size, WorldPosition, hull, growModifier, OnChangeHull);
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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if (Math.Abs((lightSource.Range * 0.2f) - Math.Max(size.X, size.Y)) > 1.0f) lightSource.Range = Math.Max(size.X, size.Y) * 5.0f;
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if (Vector2.DistanceSquared(lightSource.Position,position) > 5.0f) lightSource.Position = position + Vector2.UnitY * 30.0f;
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if (size.X > 256.0f)
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{
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if (burnDecals.Count == 0)
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{
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var newDecal = hull.AddDecal("burnt", WorldPosition + size/2);
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if (newDecal != null) burnDecals.Add(newDecal);
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}
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else if (WorldPosition.X < burnDecals[0].WorldPosition.X - 256.0f)
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{
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var newDecal = hull.AddDecal("burnt", WorldPosition);
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if (newDecal != null) burnDecals.Insert(0, newDecal);
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}
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else if (WorldPosition.X + size.X > burnDecals[burnDecals.Count-1].WorldPosition.X + 256.0f)
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{
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var newDecal = hull.AddDecal("burnt", WorldPosition + Vector2.UnitX * size.X);
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if (newDecal != null) burnDecals.Add(newDecal);
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}
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}
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foreach (Decal d in burnDecals)
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{
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//prevent the decals from fading out as long as the firesource is alive
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d.FadeTimer = Math.Min(d.FadeTimer, d.FadeInTime);
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}
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}
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public static void EmitParticles(Vector2 size, Vector2 worldPosition, Hull hull, float growModifier, Particle.OnChangeHullHandler onChangeHull = null)
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{
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float particleCount = Rand.Range(0.0f, size.X / 50.0f);
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for (int i = 0; i < particleCount; i++)
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{
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Vector2 particlePos = new Vector2(
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worldPosition.X + Rand.Range(0.0f, size.X),
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Rand.Range(worldPosition.Y - size.Y, worldPosition.Y + 20.0f));
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Vector2 particleVel = new Vector2(
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(particlePos.X - (worldPosition.X + size.X / 2.0f)),
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(float)Math.Sqrt(size.X) * Rand.Range(0.0f, 15.0f) * growModifier);
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var particle = GameMain.ParticleManager.CreateParticle("flame",
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particlePos, particleVel, 0.0f, hull);
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if (particle == null) { continue; }
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//make some of the particles create another firesource when they enter another hull
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if (Rand.Int(20) == 1) { particle.OnChangeHull = onChangeHull; }
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particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.Volume, 0.4f), 0.5f, 1.0f);
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if (Rand.Int(5) == 1)
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{
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var smokeParticle = GameMain.ParticleManager.CreateParticle("smoke",
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particlePos, new Vector2(particleVel.X, particleVel.Y * 0.1f), 0.0f, hull);
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if (smokeParticle != null)
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{
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smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.Volume, 0.4f), 0.5f, 1.0f);
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}
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}
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}
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}
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}
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}
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