Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Sprite/DecorativeSprite.cs
2020-03-27 15:22:59 -03:00

208 lines
7.7 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using SpriteParams = Barotrauma.RagdollParams.SpriteParams;
namespace Barotrauma
{
class DecorativeSprite : ISerializableEntity
{
public class State
{
public float RotationState;
public float OffsetState;
public bool IsActive = true;
}
public string Name => $"Decorative Sprite";
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
public Sprite Sprite { get; private set; }
public enum AnimationType
{
None,
Sine,
Noise
}
[Serialize("0,0", true), Editable]
public Vector2 Offset { get; private set; }
[Serialize(AnimationType.None, false), Editable]
public AnimationType OffsetAnim { get; private set; }
[Serialize(0.0f, true), Editable]
public float OffsetAnimSpeed { get; private set; }
private float rotationSpeedRadians;
[Serialize(0.0f, true), Editable]
public float RotationSpeed
{
get
{
return MathHelper.ToDegrees(rotationSpeedRadians);
}
private set
{
rotationSpeedRadians = MathHelper.ToRadians(value);
}
}
private float rotationRadians;
[Serialize(0.0f, true), Editable]
public float Rotation
{
get
{
return MathHelper.ToDegrees(rotationRadians);
}
private set
{
rotationRadians = MathHelper.ToRadians(value);
}
}
[Serialize(AnimationType.None, false), Editable]
public AnimationType RotationAnim { get; private set; }
/// <summary>
/// If > 0, only one sprite of the same group is used (chosen randomly)
/// </summary>
[Serialize(0, false, description: "If > 0, only one sprite of the same group is used (chosen randomly)"), Editable(ReadOnly = true)]
public int RandomGroupID { get; private set; }
/// <summary>
/// The sprite is only drawn if these conditions are fulfilled
/// </summary>
internal List<PropertyConditional> IsActiveConditionals { get; private set; } = new List<PropertyConditional>();
/// <summary>
/// The sprite is only animated if these conditions are fulfilled
/// </summary>
internal List<PropertyConditional> AnimationConditionals { get; private set; } = new List<PropertyConditional>();
public DecorativeSprite(XElement element, string path = "", string file = "", bool lazyLoad = false)
{
Sprite = new Sprite(element, path, file, lazyLoad: lazyLoad);
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
foreach (XElement subElement in element.Elements())
{
List<PropertyConditional> conditionalList = null;
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "conditional":
case "isactiveconditional":
conditionalList = IsActiveConditionals;
break;
case "animationconditional":
conditionalList = AnimationConditionals;
break;
default:
continue;
}
foreach (XAttribute attribute in subElement.Attributes())
{
if (PropertyConditional.IsValid(attribute))
{
conditionalList.Add(new PropertyConditional(attribute));
}
}
}
}
public Vector2 GetOffset(ref float offsetState)
{
if (OffsetAnimSpeed <= 0.0f)
{
return Offset;
}
switch (OffsetAnim)
{
case AnimationType.Sine:
offsetState %= (MathHelper.TwoPi / OffsetAnimSpeed);
return Offset * (float)Math.Sin(offsetState * OffsetAnimSpeed);
case AnimationType.Noise:
offsetState %= (1.0f / (OffsetAnimSpeed * 0.1f));
float t = offsetState * 0.1f * OffsetAnimSpeed;
return new Vector2(
Offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f),
Offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f));
default:
return Offset;
}
}
public float GetRotation(ref float rotationState)
{
if (rotationSpeedRadians <= 0.0f)
{
return rotationRadians;
}
switch (RotationAnim)
{
case AnimationType.Sine:
rotationState = rotationState % (MathHelper.TwoPi / rotationSpeedRadians);
return rotationRadians * (float)Math.Sin(rotationState * rotationSpeedRadians);
case AnimationType.Noise:
rotationState = rotationState % (1.0f / rotationSpeedRadians);
return rotationRadians * (PerlinNoise.GetPerlin(rotationState * rotationSpeedRadians, rotationState * rotationSpeedRadians) - 0.5f);
default:
return rotationState * rotationSpeedRadians;
}
}
public static void UpdateSpriteStates(Dictionary<int, List<DecorativeSprite>> spriteGroups, Dictionary<DecorativeSprite, State> animStates,
int entityID, float deltaTime, Func<PropertyConditional,bool> checkConditional)
{
foreach (int spriteGroup in spriteGroups.Keys)
{
for (int i = 0; i < spriteGroups.Count; i++)
{
var decorativeSprite = spriteGroups[spriteGroup][i];
if (decorativeSprite == null) { continue; }
if (spriteGroup > 0)
{
int activeSpriteIndex = entityID % spriteGroups[spriteGroup].Count;
if (i != activeSpriteIndex)
{
animStates[decorativeSprite].IsActive = false;
continue;
}
}
//check if the sprite is active (whether it should be drawn or not)
var spriteState = animStates[decorativeSprite];
spriteState.IsActive = true;
foreach (PropertyConditional conditional in decorativeSprite.IsActiveConditionals)
{
if (!checkConditional(conditional))
{
spriteState.IsActive = false;
break;
}
}
if (!spriteState.IsActive) { continue; }
//check if the sprite should be animated
bool animate = true;
foreach (PropertyConditional conditional in decorativeSprite.AnimationConditionals)
{
if (!checkConditional(conditional)) { animate = false; break; }
}
if (!animate) { continue; }
spriteState.OffsetState += deltaTime;
spriteState.RotationState += deltaTime;
}
}
}
public void Remove()
{
Sprite?.Remove();
Sprite = null;
}
}
}