Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Explosion.cs
Joonas Rikkonen c27e2ea5ab v0.14.6.0
2021-06-17 17:58:09 +03:00

117 lines
4.8 KiB
C#

using Barotrauma.Lights;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace Barotrauma
{
partial class Explosion
{
partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull)
{
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
Vector2.Zero, 0.0f, hull);
}
hull ??= Hull.FindHull(worldPosition, useWorldCoordinates: true);
bool underwater = hull == null || worldPosition.Y < hull.WorldSurface;
if (underwater && underwaterBubble)
{
var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition, Vector2.Zero, 0.0f, hull);
if (underwaterExplosion != null)
{
underwaterExplosion.Size *= MathHelper.Clamp(Attack.Range / 150.0f, 0.5f, 10.0f);
underwaterExplosion.StartDelay = 0.0f;
}
}
for (int i = 0; i < Attack.Range * 0.1f; i++)
{
if (!underwater)
{
float particleSpeed = Rand.Range(0.0f, 1.0f);
particleSpeed = particleSpeed * particleSpeed * Attack.Range;
if (flames)
{
float particleScale = MathHelper.Clamp(Attack.Range * 0.0025f, 0.5f, 2.0f);
var flameParticle = GameMain.ParticleManager.CreateParticle("explosionfire",
ClampParticlePos(worldPosition + Rand.Vector((float)System.Math.Sqrt(Rand.Range(0.0f, Attack.Range))), hull),
Rand.Vector(Rand.Range(0.0f, particleSpeed)), 0.0f, hull);
if (flameParticle != null) flameParticle.Size *= particleScale;
}
if (smoke)
{
GameMain.ParticleManager.CreateParticle(Rand.Range(0.0f, 1.0f) < 0.5f ? "explosionsmoke" : "smoke",
ClampParticlePos(worldPosition + Rand.Vector((float)System.Math.Sqrt(Rand.Range(0.0f, Attack.Range))), hull),
Rand.Vector(Rand.Range(0.0f, particleSpeed)), 0.0f, hull);
}
}
else if (underwaterBubble)
{
Vector2 bubblePos = Rand.Vector(Rand.Range(0.0f, Attack.Range * 0.5f));
GameMain.ParticleManager.CreateParticle("risingbubbles", worldPosition + bubblePos,
Vector2.Zero, 0.0f, hull);
if (i < Attack.Range * 0.02f)
{
var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition + bubblePos,
Vector2.Zero, 0.0f, hull);
if (underwaterExplosion != null)
{
underwaterExplosion.Size *= MathHelper.Clamp(Attack.Range / 300.0f, 0.5f, 2.0f) * Rand.Range(0.8f, 1.2f);
}
}
}
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", worldPosition,
Rand.Vector(Rand.Range(1200.0f, 2400.0f)), 0.0f, hull);
}
}
if (flash)
{
float displayRange = flashRange ?? Attack.Range;
if (displayRange < 0.1f) { return; }
var light = new LightSource(worldPosition, displayRange, flashColor, null);
CoroutineManager.StartCoroutine(DimLight(light));
}
}
private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
{
if (hull == null) return particlePos;
return new Vector2(
MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
}
private IEnumerable<object> DimLight(LightSource light)
{
float currBrightness = 1.0f;
float startRange = light.Range;
while (light.Color.A > 0.0f && flashDuration > 0.0f)
{
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
currBrightness -= (1.0f / flashDuration) * CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
light.Remove();
yield return CoroutineStatus.Success;
}
static partial void PlayTinnitusProjSpecific(float volume) => SoundPlayer.PlaySound("tinnitus", volume: volume);
}
}