Files
LuaCsForBarotraumaEP/Subsurface/Source/Particles/ParticleManager.cs

110 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface.Particles
{
class ParticleManager
{
public static int particleCount;
private const int MaxParticles = 1500;
private Particle[] particles;
private Dictionary<string, ParticlePrefab> prefabs;
Camera cam;
public ParticleManager(string configFile, Camera cam)
{
this.cam = cam;
particles = new Particle[MaxParticles];
XDocument doc = ToolBox.TryLoadXml(configFile);
if (doc == null) return;
prefabs = new Dictionary<string, ParticlePrefab>();
foreach (XElement element in doc.Root.Elements())
{
if (prefabs.ContainsKey(element.Name.ToString()))
{
DebugConsole.ThrowError("Error in " + configFile + "! Each particle prefab must have a unique name.");
continue;
}
prefabs.Add(element.Name.ToString(), new ParticlePrefab(element));
}
}
public Particle CreateParticle(string prefabName, Vector2 position, float angle, float speed)
{
return CreateParticle(prefabName, position, new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * speed, angle);
}
public Particle CreateParticle(string prefabName, Vector2 position, Vector2 speed, float rotation=0.0f)
{
ParticlePrefab prefab;
prefabs.TryGetValue(prefabName, out prefab);
if (prefab==null)
{
DebugConsole.ThrowError("Particle prefab "+prefabName+" not found!");
return null;
}
return CreateParticle(prefab, position, speed, rotation);
}
public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation=0.0f)
{
if (!Submarine.RectContains(cam.WorldView, position)) return null;
if (particleCount >= MaxParticles) return null;
if (particles[particleCount] == null) particles[particleCount] = new Particle();
particles[particleCount].Init(prefab, position, speed, rotation);
particleCount++;
return particles[particleCount-1];
}
private void RemoveParticle(int index)
{
particleCount--;
Particle swap = particles[index];
particles[index] = particles[particleCount];
particles[particleCount] = swap;
}
public void Update(float deltaTime)
{
for (int i = 0; i < particleCount; i++)
{
if (!particles[i].Update(deltaTime)) RemoveParticle(i);
}
}
public void Draw(SpriteBatch spriteBatch, bool inWater)
{
ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;
for (int i = 0; i < particleCount; i++)
{
if (!particles[i].DrawTarget.HasFlag(drawTarget)) continue;
particles[i].Draw(spriteBatch);
}
}
}
}