Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Levels/Level.cs
2020-03-27 15:22:59 -03:00

147 lines
5.4 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
using System.Collections.Generic;
using FarseerPhysics;
namespace Barotrauma
{
partial class Level
{
private LevelRenderer renderer;
private BackgroundCreatureManager backgroundCreatureManager;
public LevelRenderer Renderer => renderer;
public void ReloadTextures()
{
renderer.ReloadTextures();
HashSet<Texture2D> uniqueTextures = new HashSet<Texture2D>();
HashSet<Sprite> uniqueSprites = new HashSet<Sprite>();
var allLevelObjects = levelObjectManager.GetAllObjects();
foreach (var levelObj in allLevelObjects)
{
foreach (Sprite sprite in levelObj.Prefab.Sprites)
{
if (!uniqueTextures.Contains(sprite.Texture))
{
uniqueTextures.Add(sprite.Texture);
uniqueSprites.Add(sprite);
}
}
foreach (Sprite specularSprite in levelObj.Prefab.SpecularSprites)
{
if (!uniqueTextures.Contains(specularSprite.Texture))
{
uniqueTextures.Add(specularSprite.Texture);
uniqueSprites.Add(specularSprite);
}
}
}
foreach (Sprite sprite in uniqueSprites)
{
sprite.ReloadTexture();
}
}
public void DrawFront(SpriteBatch spriteBatch, Camera cam)
{
if (renderer == null) return;
renderer.Draw(spriteBatch, cam);
if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
{
foreach (InterestingPosition pos in positionsOfInterest)
{
Color color = Color.Yellow;
if (pos.PositionType == PositionType.Cave)
{
color = Color.DarkOrange;
}
else if (pos.PositionType == PositionType.Ruin)
{
color = Color.LightGray;
}
GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true);
}
foreach (RuinGeneration.Ruin ruin in ruins)
{
Rectangle ruinArea = ruin.Area;
ruinArea.Y = -ruinArea.Y - ruinArea.Height;
GUI.DrawRectangle(spriteBatch, ruinArea, Color.DarkSlateBlue, false, 0, 5);
}
foreach (var positions in wreckPositions.Values)
{
for (int i = 0; i < positions.Count; i++)
{
float t = (i + 1) / (float)positions.Count;
float multiplier = MathHelper.Lerp(0, 1, t);
Color color = Color.Red * multiplier;
var pos = positions[i];
pos.Y = -pos.Y;
var size = new Vector2(100);
GUI.DrawRectangle(spriteBatch, pos - size / 2, size, color, thickness: 10);
if (i < positions.Count - 1)
{
var nextPos = positions[i + 1];
nextPos.Y = -nextPos.Y;
GUI.DrawLine(spriteBatch, pos, nextPos, color, width: 10);
}
}
}
foreach (var rects in blockedRects.Values)
{
foreach (var rect in rects)
{
Rectangle newRect = rect;
newRect.Y = -newRect.Y;
GUI.DrawRectangle(spriteBatch, newRect, Color.Red, thickness: 5);
}
}
}
}
public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
{
float brightness = MathHelper.Clamp(1.1f + (cam.Position.Y - Size.Y) / 100000.0f, 0.1f, 1.0f);
var lightColorHLS = generationParams.AmbientLightColor.RgbToHLS();
lightColorHLS.Y *= brightness;
GameMain.LightManager.AmbientLight = ToolBox.HLSToRGB(lightColorHLS);
graphics.Clear(BackgroundColor);
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, levelObjectManager, backgroundCreatureManager);
}
public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
{
foreach (LevelWall levelWall in extraWalls)
{
if (levelWall.Body.BodyType == BodyType.Static) continue;
Vector2 bodyPos = new Vector2(
msg.ReadSingle(),
msg.ReadSingle());
levelWall.MoveState = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 16);
if (Vector2.DistanceSquared(bodyPos, levelWall.Body.Position) > 0.5f)
{
levelWall.Body.SetTransformIgnoreContacts(ref bodyPos, levelWall.Body.Rotation);
}
}
}
}
}