Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs

97 lines
2.6 KiB
C#

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
{
class BackgroundSpriteManager
{
const int MaxSprites = 100;
private List<BackgroundSpritePrefab> prefabs;
private List<BackgroundSprite> activeSprites;
public BackgroundSpriteManager(string configPath)
{
activeSprites = new List<BackgroundSprite>();
prefabs = new List<BackgroundSpritePrefab>();
XDocument doc = ToolBox.TryLoadXml(configPath);
if (doc == null) return;
foreach (XElement element in doc.Root.Elements())
{
prefabs.Add(new BackgroundSpritePrefab(element));
}
}
public void SpawnSprites(int count)
{
activeSprites.Clear();
if (prefabs.Count == 0) return;
count = Math.Min(count, MaxSprites);
for (int i = 0; i < count; i++ )
{
Vector2 pos = Vector2.Zero;
if (WayPoint.WayPointList.Count>0)
{
WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
pos = new Vector2(wp.Rect.X, wp.Rect.Y);
pos += Rand.Vector(200.0f);
}
else
{
pos = Rand.Vector(2000.0f);
}
var prefab = prefabs[Rand.Int(prefabs.Count)];
int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax);
List<BackgroundSprite> swarmMembers = new List<BackgroundSprite>();
for (int n = 0; n < amount; n++)
{
var newSprite = new BackgroundSprite(prefab, pos);
activeSprites.Add(newSprite);
swarmMembers.Add(newSprite);
}
if (amount > 0)
{
Swarm swarm = new Swarm(swarmMembers, prefab.SwarmRadius);
}
}
}
public void ClearSprites()
{
activeSprites.Clear();
}
public void Update(float deltaTime)
{
foreach (BackgroundSprite sprite in activeSprites)
{
sprite.Update(deltaTime);
}
}
public void Draw(SpriteBatch spriteBatch)
{
foreach (BackgroundSprite sprite in activeSprites)
{
sprite.Draw(spriteBatch);
}
}
}
}