Files
LuaCsForBarotraumaEP/Subsurface/Items/Components/Machines/Radar.cs

87 lines
2.7 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Radar : ItemComponent
{
float range;
float angle;
//RenderTarget2D renderTarget;
[HasDefaultValue(0.0f, false)]
public float Range
{
get { return ConvertUnits.ToDisplayUnits(range); }
set { range = ConvertUnits.ToSimUnits(value); }
}
public Radar(Item item, XElement element)
: base(item, element)
{
//renderTarget = new RenderTarget2D(Game1.CurrGraphicsDevice, GuiFrame.Rect.Width, GuiFrame.Rect.Height);
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
angle = (angle + deltaTime) % MathHelper.TwoPi;
}
public override void DrawHUD(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
if (GUI.DrawButton(spriteBatch, new Rectangle(x+20, y+20, 200, 30), "Activate Radar")) isActive = !isActive;
Vector2 lineEnd = GuiFrame.Center;
lineEnd += new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle))*Math.Min(width,height)/2.0f;
GUI.DrawLine(spriteBatch, GuiFrame.Center, lineEnd, Color.Green);
if (!isActive) return;
float scale = 0.01f;
List<Vector2[]> edges = Level.Loaded.GetCellEdges(-Level.Loaded.position, 5);
Vector2 offset = Vector2.Zero; //Level.Loaded.position;
//offset.Y = -offset.Y;
for (int i = 0; i < edges.Count; i++)
{
GUI.DrawLine(spriteBatch,
GuiFrame.Center + (edges[i][0] - offset) * scale,
GuiFrame.Center + (edges[i][1] - offset) * scale, Color.Green);
}
scale = ConvertUnits.ToDisplayUnits(scale);
for (int i = 0; i< Submarine.Loaded.HullVertices.Count; i++)
{
Vector2 start =Submarine.Loaded.HullVertices[i] * scale;
start.Y = -start.Y;
Vector2 end = Submarine.Loaded.HullVertices[(i+1)%Submarine.Loaded.HullVertices.Count] * scale;
end.Y = -end.Y;
GUI.DrawLine(spriteBatch, GuiFrame.Center + start,GuiFrame.Center + end, Color.Green);
}
}
private void UpdateRendertarget()
{
}
}
}