- Creature-sub collision damage improvements (takes velocity of the limb into account) - In-sub particles move with the sub - Fixed artifacts spawning to non-pickable positions - Fixed ItemInventories not being drawn if the item is in a subslot - CauseOfDeath = Drowning if the character is in water while running out of oxy - Some more deconstructable items
294 lines
9.9 KiB
C#
294 lines
9.9 KiB
C#
using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma.Particles
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{
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class Particle
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{
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private ParticlePrefab prefab;
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public delegate void OnChangeHullHandler(Vector2 position, Hull currentHull);
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public OnChangeHullHandler OnChangeHull;
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private Vector2 position;
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private Vector2 prevPosition;
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private Vector2 velocity;
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private float rotation;
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private float prevRotation;
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private float angularVelocity;
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private Vector2 size;
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private Vector2 sizeChange;
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private Color color;
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private float alpha;
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private int spriteIndex;
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private float totalLifeTime;
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private float lifeTime;
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private Vector2 velocityChange;
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private Vector2 drawPosition;
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//private float checkCollisionTimer;
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private Hull currentHull;
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private List<Gap> hullGaps;
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public ParticlePrefab.DrawTargetType DrawTarget
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{
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get { return prefab.DrawTarget; }
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}
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public ParticleBlendState BlendState
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{
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get { return prefab.BlendState; }
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}
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public Vector2 Size
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{
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get { return size; }
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set { size = value; }
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}
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public Vector2 VelocityChange
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{
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get { return velocityChange; }
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set { velocityChange = value; }
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}
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public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null)
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{
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this.prefab = prefab;
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spriteIndex = Rand.Int(prefab.Sprites.Count);
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currentHull = Hull.FindHull(position, hullGuess);
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//if (currentHull != null && currentHull.Submarine != null)
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//{
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// Vector2 subVel = ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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// //subVel.Y = -subVel.Y;
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// speed += subVel;
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//}
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//else
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//{
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// int a = 1;
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//}
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//if (currentHull == null) position = Submarine.Loaded == null ? position : position + Submarine.Loaded.Position;
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this.position = position;
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prevPosition = position;
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drawPosition = position;
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velocity = MathUtils.IsValid(speed) ? speed : Vector2.Zero;
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this.rotation = rotation + Rand.Range(prefab.StartRotationMin, prefab.StartRotationMax);
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prevRotation = rotation;
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angularVelocity = prefab.AngularVelocityMin + (prefab.AngularVelocityMax - prefab.AngularVelocityMin) * Rand.Range(0.0f, 1.0f);
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totalLifeTime = prefab.LifeTime;
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lifeTime = prefab.LifeTime;
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size = prefab.StartSizeMin + (prefab.StartSizeMax - prefab.StartSizeMin) * Rand.Range(0.0f, 1.0f);
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sizeChange = prefab.SizeChangeMin + (prefab.SizeChangeMax - prefab.SizeChangeMin) * Rand.Range(0.0f, 1.0f);
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color = prefab.StartColor;
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alpha = prefab.StartAlpha;
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velocityChange = prefab.VelocityChange;
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OnChangeHull = null;
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if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
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{
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hullGaps = currentHull==null ? new List<Gap>() : currentHull.FindGaps();
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//hullLimits = new List<Hull>();
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//hullLimits = FindLimits(position);
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}
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if (prefab.RotateToDirection)
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{
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this.rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
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prevRotation = rotation;
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}
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}
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//private List<Hull> FindLimits(Vector2 position)
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//{
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// List<Hull> hullList = new List<Hull>();
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// currentHull = Hull.FindHull(position);
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// if (currentHull == null) return hullList;
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// hullList.Add(currentHull);
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// return FindAdjacentHulls(hullList, currentHull, Math.Abs(velocity.X) > Math.Abs(velocity.Y));
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//}
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public bool Update(float deltaTime)
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{
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Vector2 subVel = currentHull ==null || currentHull.Submarine==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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//over 3 times faster than position += velocity * deltatime
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position.X += (velocity.X+subVel.X) * deltaTime;
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position.Y += (velocity.Y+subVel.Y) * deltaTime;
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if (prefab.RotateToDirection)
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{
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if (velocityChange != Vector2.Zero || angularVelocity != 0.0f)
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{
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rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
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}
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}
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else
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{
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rotation += angularVelocity * deltaTime;
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}
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velocity.X += velocityChange.X * deltaTime;
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velocity.Y += velocityChange.Y * deltaTime;
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size.X += sizeChange.X * deltaTime;
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size.Y += sizeChange.Y * deltaTime;
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alpha += prefab.ColorChange.W * deltaTime;
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color = new Color(
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color.R / 255.0f + prefab.ColorChange.X * deltaTime,
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color.G / 255.0f + prefab.ColorChange.Y * deltaTime,
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color.B / 255.0f + prefab.ColorChange.Z * deltaTime);
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if ((prefab.DeleteOnCollision || prefab.CollidesWithWalls) && currentHull!=null)
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{
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Vector2 edgePos = position + prefab.CollisionRadius * Vector2.Normalize(velocity) * size.X;
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if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
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{
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if (prefab.DeleteOnCollision) return false;
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bool gapFound = false;
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foreach (Gap gap in hullGaps)
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{
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if (!gap.isHorizontal)
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{
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if (gap.WorldRect.X > position.X || gap.WorldRect.Right < position.X) continue;
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if (Math.Sign(velocity.Y) != Math.Sign(gap.WorldRect.Y - (currentHull.WorldRect.Y - currentHull.WorldRect.Height))) continue;
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}
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else
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{
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if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
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if (Math.Sign(velocity.X) != Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X)) continue;
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}
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//Rectangle enlargedRect = new Rectangle(gap.Rect.X - 10, gap.Rect.Y + 10, gap.Rect.Width + 20, gap.Rect.Height + 20);
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//if (!Submarine.RectContains(enlargedRect, position)) continue;
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gapFound = true;
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}
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if (!gapFound)
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{
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OnWallCollision(currentHull, edgePos);
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}
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else
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{
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currentHull = Hull.FindHull(position);
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hullGaps = currentHull == null ? new List<Gap>() : currentHull.FindGaps();
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if (OnChangeHull != null) OnChangeHull(edgePos, currentHull);
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}
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//Hull prevHull = Hull.FindHull(prevPosition, hullLimits, currentHull);
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//if (prevHull == null) return false;
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}
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//if (position.Y < currentHull.Rect.Y-currentHull.Rect.Height)
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//{
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// position.Y = currentHull.Rect.Y - currentHull.Rect.Height;
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// velocity.Y *= -0.2f;
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//}
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//if (!Submarine.RectContains(currentHull.Rect, position)) return false;
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}
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lifeTime -= deltaTime;
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if (lifeTime <= 0.0f || alpha <= 0.0f || size.X <= 0.0f || size.Y <= 0.0f) return false;
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return true;
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}
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private void OnWallCollision(Hull prevHull, Vector2 position)
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{
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Rectangle prevHullRect = prevHull.WorldRect;
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if (position.Y < prevHullRect.Y - prevHullRect.Height)
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{
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position.Y = prevHullRect.Y - prevHullRect.Height + 1.0f;
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velocity.Y = -velocity.Y;
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}
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else if (position.Y > prevHullRect.Y)
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{
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position.Y = prevHullRect.Y - 1.0f;
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velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
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velocity.Y = -velocity.Y * 0.1f;
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}
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if (position.X < prevHullRect.X)
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{
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position.X = prevHullRect.X + 1.0f;
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velocity.X = -velocity.X;
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}
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else if (position.X > prevHullRect.X + prevHullRect.Width)
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{
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position.X = prevHullRect.X + prevHullRect.Width - 1.0f;
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velocity.X = -velocity.X;
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}
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velocity *= prefab.Restitution;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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drawPosition = Physics.Interpolate(prevPosition, position);
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float drawRotation = Physics.Interpolate(prevRotation, rotation);
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//drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
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Vector2 drawSize = size;
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if (prefab.GrowTime>0.0f && totalLifeTime-lifeTime < prefab.GrowTime)
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{
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drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
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}
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prefab.Sprites[spriteIndex].Draw(spriteBatch,
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new Vector2(drawPosition.X, -drawPosition.Y),
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color * alpha,
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prefab.Sprites[spriteIndex].Origin, drawRotation,
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drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
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prevPosition = position;
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prevRotation = rotation;
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}
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}
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}
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