Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Signal/LightComponent.cs

210 lines
6.1 KiB
C#

using Microsoft.Xna.Framework;
using Barotrauma.Lights;
using System;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class LightComponent : Powered, IDrawableComponent
{
private Color lightColor;
private LightSource light;
private float range;
private float lightBrightness;
private float flicker;
private bool castShadows;
[Editable, HasDefaultValue(100.0f, true)]
public float Range
{
get { return range; }
set
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
}
}
[Editable, HasDefaultValue(true, true)]
public bool CastShadows
{
get { return castShadows; }
set
{
castShadows = value;
if (light != null) light.CastShadows = value;
}
}
[Editable, HasDefaultValue(false, true)]
public bool IsOn
{
get { return IsActive; }
set
{
IsActive = value;
}
}
[HasDefaultValue(0.0f, false)]
public float Flicker
{
get { return flicker; }
set
{
flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
}
}
[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
public string LightColor
{
get { return ToolBox.Vector4ToString(lightColor.ToVector4(), "0.00"); }
set
{
Vector4 newColor = ToolBox.ParseToVector4(value, false);
newColor.X = MathHelper.Clamp(newColor.X, 0.0f, 1.0f);
newColor.Y = MathHelper.Clamp(newColor.Y, 0.0f, 1.0f);
newColor.Z = MathHelper.Clamp(newColor.Z, 0.0f, 1.0f);
newColor.W = MathHelper.Clamp(newColor.W, 0.0f, 1.0f);
lightColor = new Color(newColor);
}
}
public override void Move(Vector2 amount)
{
light.Position += amount;
}
public override bool IsActive
{
get
{
return base.IsActive;
}
set
{
base.IsActive = value;
if (light == null) return;
light.Color = value ? lightColor : Color.Transparent;
if (!value) lightBrightness = 0.0f;
}
}
public LightComponent(Item item, XElement element)
: base (item, element)
{
light = new LightSource(element);
light.Submarine = item.CurrentHull == null ? null : item.CurrentHull.Submarine;
light.Position = item.Position;
light.CastShadows = castShadows;
IsActive = IsOn;
//foreach (XElement subElement in element.Elements())
//{
// if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
// light.LightSprite = new Sprite(subElement);
// break;
//}
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
light.Submarine = item.Submarine;
if (item.Container != null)
{
light.Color = Color.Transparent;
return;
}
if (item.body != null)
{
light.Position = item.Position;
light.Rotation = item.body.Dir > 0.0f ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
if (!item.body.Enabled)
{
light.Color = Color.Transparent;
return;
}
}
if (powerConsumption == 0.0f)
{
voltage = 1.0f;
}
else
{
currPowerConsumption = powerConsumption;
}
if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
{
if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.WorldPosition);
lightBrightness = 0.0f;
}
else
{
lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
ApplyStatusEffects(ActionType.OnActive, deltaTime);
}
light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
light.Range = range * (float)Math.Sqrt(lightBrightness);
voltage = 0.0f;
}
public override bool Use(float deltaTime, Character character = null)
{
return true;
}
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
{
if (light.LightSprite != null && (item.body == null || item.body.Enabled))
{
light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness, 0.0f, 1.0f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, item.Sprite.Depth - 0.0001f);
}
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
light.Remove();
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
switch (connection.Name)
{
case "toggle":
IsActive = !IsActive;
break;
case "set_state":
IsActive = (signal != "0");
break;
case "set_color":
LightColor = signal;
break;
}
}
}
}