622 lines
28 KiB
C#
622 lines
28 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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private readonly struct ClientEventData : IEventData
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{
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public readonly int NodeCount;
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public ClientEventData(int nodeCount)
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{
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NodeCount = nodeCount;
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}
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}
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public static Color higlightColor = Color.LightGreen;
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public static Color editorHighlightColor = Color.Yellow;
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public static Color editorSelectedColor = Color.Red;
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public partial class WireSection
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{
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public VertexPositionColorTexture[] vertices;
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public VertexPositionColorTexture[] shiftedVertices;
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private float cachedWidth = 0f;
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private void RecalculateVertices(Sprite wireSprite, float width)
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{
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if (MathUtils.NearlyEqual(cachedWidth, width)) { return; }
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cachedWidth = width;
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vertices = new VertexPositionColorTexture[4];
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Vector2 expandDir = start-end;
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expandDir.Normalize();
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float temp = expandDir.X;
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expandDir.X = -expandDir.Y;
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expandDir.Y = -temp;
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Rectangle srcRect = wireSprite.SourceRect;
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expandDir *= width * srcRect.Height * 0.5f;
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Vector2 rectLocation = srcRect.Location.ToVector2();
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Vector2 rectSize = srcRect.Size.ToVector2();
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Vector2 textureSize = new Vector2(wireSprite.Texture.Width, wireSprite.Texture.Height);
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Vector2 topLeftUv = rectLocation / textureSize;
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Vector2 bottomRightUv = (rectLocation + rectSize) / textureSize;
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Vector2 invStart = new Vector2(start.X, -start.Y);
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Vector2 invEnd = new Vector2(end.X, -end.Y);
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vertices[0] = new VertexPositionColorTexture(new Vector3(invStart + expandDir, 0f), Color.White, topLeftUv);
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vertices[2] = new VertexPositionColorTexture(new Vector3(invEnd + expandDir, 0f), Color.White, new Vector2(bottomRightUv.X, topLeftUv.Y));
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vertices[1] = new VertexPositionColorTexture(new Vector3(invStart - expandDir, 0f), Color.White, new Vector2(topLeftUv.X, bottomRightUv.Y));
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vertices[3] = new VertexPositionColorTexture(new Vector3(invEnd - expandDir, 0f), Color.White, bottomRightUv);
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shiftedVertices = (VertexPositionColorTexture[])vertices.Clone();
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}
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public void Draw(ISpriteBatch spriteBatch, Sprite wireSprite, Color color, Vector2 offset, float depth, float width = 0.3f)
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{
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if (width <= 0f) { return; }
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RecalculateVertices(wireSprite, width);
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for (int i = 0; i < vertices.Length; i++)
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{
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shiftedVertices[i].Color = color;
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shiftedVertices[i].Position = vertices[i].Position;
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shiftedVertices[i].Position.X += offset.X;
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shiftedVertices[i].Position.Y -= offset.Y;
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}
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spriteBatch.Draw(
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wireSprite.Texture,
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shiftedVertices,
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depth);
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}
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public static void Draw(ISpriteBatch spriteBatch, Sprite wireSprite, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
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{
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start.Y = -start.Y;
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end.Y = -end.Y;
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spriteBatch.Draw(wireSprite.Texture,
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start, wireSprite.SourceRect, color,
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wireSprite.size.X, width),
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SpriteEffects.None,
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depth);
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}
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}
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private static Sprite defaultWireSprite;
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private Sprite overrideSprite;
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private Sprite wireSprite;
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private static Wire draggingWire;
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private static int? selectedNodeIndex;
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private static int? highlightedNodeIndex;
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[Serialize(0.3f, IsPropertySaveable.No)]
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public float Width
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{
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get;
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set;
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}
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public Vector2 DrawSize
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{
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get { return sectionExtents; }
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}
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public static Wire DraggingWire
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{
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get => draggingWire;
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}
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public static Sprite ExtractWireSprite(ContentXElement element)
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{
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if (defaultWireSprite == null)
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{
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defaultWireSprite = new Sprite("Content/Items/Electricity/signalcomp.png", new Rectangle(970, 47, 14, 16), new Vector2(0.5f, 0.5f))
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{
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Depth = 0.855f
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};
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}
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Sprite overrideSprite = null;
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foreach (var subElement in element.Elements())
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{
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if (subElement.Name.ToString().Equals("wiresprite", StringComparison.OrdinalIgnoreCase))
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{
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overrideSprite = new Sprite(subElement);
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break;
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}
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}
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return overrideSprite ?? defaultWireSprite;
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}
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partial void InitProjSpecific(ContentXElement element)
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{
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wireSprite = ExtractWireSprite(element);
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if (wireSprite != defaultWireSprite) { overrideSprite = wireSprite; }
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}
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public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
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{
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Draw(spriteBatch, editing, Vector2.Zero, itemDepth);
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}
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public void Draw(SpriteBatch spriteBatch, bool editing, Vector2 offset, float itemDepth = -1)
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{
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if (sections.Count == 0 && !IsActive || Hidden)
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{
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Drawable = false;
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return;
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}
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Vector2 drawOffset = Vector2.Zero;
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Submarine sub = item.Submarine;
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if (IsActive && sub == null) // currently being rewired, we need to get the sub from the connections in case the wire has been taken outside
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{
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if (connections[0] != null && connections[0].Item.Submarine != null) { sub = connections[0].Item.Submarine; }
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if (connections[1] != null && connections[1].Item.Submarine != null) { sub = connections[1].Item.Submarine; }
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}
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if (sub != null)
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{
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drawOffset = sub.DrawPosition + sub.HiddenSubPosition;
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}
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drawOffset += offset;
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float baseDepth = UseSpriteDepth ? item.SpriteDepth : wireSprite.Depth;
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float depth = item.IsSelected ? 0.0f : SubEditorScreen.IsWiringMode() ? 0.02f : baseDepth + (item.ID % 100) * 0.000001f;// item.GetDrawDepth(wireSprite.Depth, wireSprite);
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if (item.IsHighlighted)
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{
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, wireSprite, Screen.Selected == GameMain.GameScreen ? higlightColor : editorHighlightColor, drawOffset, depth + 0.00001f, Width * 2.0f);
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}
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}
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else if (item.IsSelected)
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{
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, wireSprite, editorSelectedColor, drawOffset, depth + 0.00001f, Width * 2.0f);
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}
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}
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, wireSprite, item.Color, drawOffset, depth, Width);
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}
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if (nodes.Count > 0)
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{
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if (!IsActive)
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{
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if (connections[0] == null) { DrawHangingWire(spriteBatch, nodes[0] + drawOffset, depth); }
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if (connections[1] == null) { DrawHangingWire(spriteBatch, nodes.Last() + drawOffset, depth); }
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}
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if (IsActive && item.ParentInventory?.Owner is Character user && user == Character.Controlled)// && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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if (user.CanInteract && currLength < MaxLength)
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{
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Vector2 gridPos = Character.Controlled.Position;
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Vector2 roundedGridPos = new Vector2(
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MathUtils.RoundTowardsClosest(Character.Controlled.Position.X, Submarine.GridSize.X),
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MathUtils.RoundTowardsClosest(Character.Controlled.Position.Y, Submarine.GridSize.Y));
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//Vector2 attachPos = GetAttachPosition(user);
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if (item.Submarine == null)
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{
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Structure attachTarget = Structure.GetAttachTarget(item.WorldPosition);
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if (attachTarget != null)
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{
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if (attachTarget.Submarine != null)
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{
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//set to submarine-relative position
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gridPos += attachTarget.Submarine.Position;
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roundedGridPos += attachTarget.Submarine.Position;
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}
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}
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}
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else
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{
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gridPos += item.Submarine.Position;
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roundedGridPos += item.Submarine.Position;
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}
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if (!SubEditorScreen.IsSubEditor() || !SubEditorScreen.ShouldDrawGrid)
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{
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Submarine.DrawGrid(spriteBatch, 14, gridPos, roundedGridPos, alpha: 0.25f);
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}
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WireSection.Draw(
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spriteBatch, wireSprite,
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nodes[^1] + drawOffset,
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new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
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item.Color, 0.0f, Width);
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WireSection.Draw(
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spriteBatch, wireSprite,
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new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
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item.DrawPosition,
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item.Color, itemDepth, Width);
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GUI.DrawRectangle(spriteBatch, new Vector2(newNodePos.X + drawOffset.X, -(newNodePos.Y + drawOffset.Y)) - Vector2.One * 3, Vector2.One * 6, item.Color);
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}
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else
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{
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WireSection.Draw(
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spriteBatch, wireSprite,
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nodes[^1] + drawOffset,
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item.DrawPosition,
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item.Color, 0.0f, Width);
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}
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}
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}
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if (!editing || !GameMain.SubEditorScreen.WiringMode) { return; }
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for (int i = 0; i < nodes.Count; i++)
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{
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Vector2 drawPos = nodes[i];
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if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
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drawPos.Y = -drawPos.Y;
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if ((highlightedNodeIndex == i && item.IsHighlighted) || (selectedNodeIndex == i && item.IsSelected))
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), editorHighlightColor, false, 0.0f);
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}
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if (item.IsSelected)
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f);
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}
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else
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.015f);
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}
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}
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}
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private void DrawHangingWire(SpriteBatch spriteBatch, Vector2 start, float depth)
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{
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float angle = (float)Math.Sin(GameMain.GameScreen.GameTime * 2.0f + item.ID) * 0.2f;
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Vector2 endPos = start + new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle)) * 50.0f;
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WireSection.Draw(
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spriteBatch, wireSprite,
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start, endPos,
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GUIStyle.Orange, depth + 0.00001f, 0.2f);
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WireSection.Draw(
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spriteBatch, wireSprite,
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start, start + (endPos - start) * 0.7f,
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item.Color, depth, 0.3f);
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}
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public static void UpdateEditing(List<Wire> wires)
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{
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var doubleClicked = PlayerInput.DoubleClicked();
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Wire equippedWire = Character.Controlled.HeldItems.FirstOrDefault(it => it.GetComponent<Wire>() != null)?.GetComponent<Wire>();
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if (equippedWire != null && GUI.MouseOn == null)
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{
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if (PlayerInput.PrimaryMouseButtonClicked() && Character.Controlled.SelectedItem == null)
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{
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equippedWire.Use(1.0f, Character.Controlled);
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}
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return;
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}
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//dragging a node of some wire
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if (draggingWire != null && !doubleClicked)
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{
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if (Character.Controlled != null)
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{
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Character.Controlled.FocusedItem = null;
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Character.Controlled.DisableInteract = true;
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Character.Controlled.ClearInputs();
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}
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//cancel dragging
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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draggingWire = null;
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selectedNodeIndex = null;
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}
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//update dragging
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else
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{
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MapEntity.DisableSelect = true;
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Submarine sub = draggingWire.item.Submarine;
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if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine;
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if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine;
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Vector2 nodeWorldPos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (sub != null)
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{
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nodeWorldPos = nodeWorldPos - sub.HiddenSubPosition - sub.Position;
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}
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if (selectedNodeIndex.HasValue && selectedNodeIndex.Value >= draggingWire.nodes.Count) { selectedNodeIndex = null; }
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if (highlightedNodeIndex.HasValue && highlightedNodeIndex.Value >= draggingWire.nodes.Count) { highlightedNodeIndex = null; }
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if (selectedNodeIndex.HasValue)
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{
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if (!PlayerInput.IsShiftDown())
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{
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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}
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draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos;
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draggingWire.UpdateSections();
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}
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else
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{
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float dragDistance = Submarine.GridSize.X * Submarine.GridSize.Y;
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dragDistance *= 0.5f;
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if ((highlightedNodeIndex.HasValue && Vector2.DistanceSquared(nodeWorldPos, draggingWire.nodes[(int)highlightedNodeIndex]) >= dragDistance) ||
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PlayerInput.IsShiftDown())
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{
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selectedNodeIndex = highlightedNodeIndex;
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}
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}
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MapEntity.SelectEntity(draggingWire.item);
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}
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return;
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}
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bool updateHighlight = true;
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//a wire has been selected -> check if we should start dragging one of the nodes
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float nodeSelectDist = 10, sectionSelectDist = 5;
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highlightedNodeIndex = null;
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if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList.FirstOrDefault() is Item selectedItem)
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{
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Wire selectedWire = selectedItem.GetComponent<Wire>();
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if (selectedWire != null)
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{
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Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition);
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//left click while holding ctrl -> check if the cursor is on a wire section,
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//and add a new node if it is
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if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl))
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{
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if (PlayerInput.PrimaryMouseButtonClicked())
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{
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if (Character.Controlled != null)
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{
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Character.Controlled.DisableInteract = true;
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Character.Controlled.ClearInputs();
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}
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int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out _);
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if (closestSectionIndex > -1)
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{
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selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos);
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selectedWire.UpdateSections();
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}
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}
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}
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else
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{
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//check if close enough to a node
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int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out _);
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if (closestIndex > -1)
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{
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highlightedNodeIndex = closestIndex;
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Vector2 nudge = MapEntity.GetNudgeAmount(doHold: false);
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if (nudge != Vector2.Zero && closestIndex < selectedWire.nodes.Count)
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{
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selectedWire.MoveNode(closestIndex, nudge);
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}
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//start dragging the node
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if (PlayerInput.PrimaryMouseButtonHeld())
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{
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if (Character.Controlled != null)
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{
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Character.Controlled.DisableInteract = true;
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Character.Controlled.ClearInputs();
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}
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draggingWire = selectedWire;
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//selectedNodeIndex = closestIndex;
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return;
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}
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//remove the node
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else if (PlayerInput.SecondaryMouseButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1)
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{
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selectedWire.nodes.RemoveAt(closestIndex);
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selectedWire.UpdateSections();
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}
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// if only one end of the wire is disconnect pick it back up with double click
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else if (doubleClicked && equippedWire == null && Character.Controlled != null && selectedWire.connections.Any(conn => conn != null))
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{
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if (selectedWire.connections[0] == null && closestIndex == 0 || selectedWire.connections[1] == null && closestIndex == selectedWire.nodes.Count - 1)
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{
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selectedWire.IsActive = true;
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selectedWire.nodes.RemoveAt(closestIndex);
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selectedWire.UpdateSections();
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// flip the wire
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if (closestIndex == 0)
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{
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selectedWire.nodes.Reverse();
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selectedWire.connections[0] = selectedWire.connections[1];
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selectedWire.connections[1] = null;
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}
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selectedWire.shouldClearConnections = false;
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Character.Controlled.Inventory.TryPutItem(selectedWire.item, Character.Controlled, new List<InvSlotType> { InvSlotType.LeftHand, InvSlotType.RightHand });
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foreach (var entity in MapEntity.mapEntityList)
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{
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if (entity is Item item)
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{
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item.GetComponent<ConnectionPanel>()?.DisconnectedWires.Remove(selectedWire);
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}
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}
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MapEntity.SelectedList.Clear();
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selectedWire.shouldClearConnections = true;
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updateHighlight = false;
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}
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}
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}
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}
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}
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}
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Wire highlighted = null;
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//check which wire is highlighted with the cursor
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if (GUI.MouseOn == null)
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{
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float closestDist = float.PositiveInfinity;
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foreach (Wire w in wires)
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{
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Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (w.item.Submarine != null) { mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition); }
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int highlightedNode = w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out float dist);
|
|
if (highlightedNode > -1)
|
|
{
|
|
if (dist < closestDist)
|
|
{
|
|
highlightedNodeIndex = highlightedNode;
|
|
highlighted = w;
|
|
closestDist = dist;
|
|
}
|
|
}
|
|
|
|
if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1)
|
|
{
|
|
//prefer nodes over sections
|
|
if (dist + nodeSelectDist * 0.5f < closestDist)
|
|
{
|
|
highlightedNodeIndex = null;
|
|
highlighted = w;
|
|
closestDist = dist + nodeSelectDist * 0.5f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (highlighted != null && updateHighlight)
|
|
{
|
|
highlighted.item.IsHighlighted = true;
|
|
if (PlayerInput.PrimaryMouseButtonClicked())
|
|
{
|
|
MapEntity.DisableSelect = true;
|
|
MapEntity.SelectEntity(highlighted.item);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void Move(Vector2 amount, bool ignoreContacts = false)
|
|
{
|
|
//only used in the sub editor, hence only in the client project
|
|
if (!item.IsSelected) { return; }
|
|
|
|
Vector2 wireNodeOffset = item.Submarine == null ? Vector2.Zero : item.Submarine.HiddenSubPosition + amount;
|
|
for (int i = 0; i < nodes.Count; i++)
|
|
{
|
|
if (i == 0 || i == nodes.Count - 1)
|
|
{
|
|
if (connections[0]?.Item != null && !connections[0].Item.IsSelected &&
|
|
(Submarine.RectContains(connections[0].Item.Rect, nodes[i] + wireNodeOffset) || Submarine.RectContains(connections[0].Item.Rect, nodes[i] + wireNodeOffset - amount)))
|
|
{
|
|
continue;
|
|
}
|
|
else if (connections[1]?.Item != null && !connections[1].Item.IsSelected &&
|
|
(Submarine.RectContains(connections[1].Item.Rect, nodes[i] + wireNodeOffset) || Submarine.RectContains(connections[1].Item.Rect, nodes[i] + wireNodeOffset - amount)))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
nodes[i] += amount;
|
|
}
|
|
UpdateSections();
|
|
}
|
|
public bool IsMouseOn()
|
|
{
|
|
if (GUI.MouseOn == null)
|
|
{
|
|
Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
|
if (item.Submarine != null) { mousePos -= (item.Submarine.Position + item.Submarine.HiddenSubPosition); }
|
|
|
|
if (GetClosestNodeIndex(mousePos, 10, out _) > -1) { return true; }
|
|
if (GetClosestSectionIndex(mousePos, 10, out _) > -1) { return true; }
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void ClientEventRead(IReadMessage msg, float sendingTime)
|
|
{
|
|
int eventIndex = msg.ReadRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent));
|
|
int nodeCount = msg.ReadRangedInteger(0, MaxNodesPerNetworkEvent);
|
|
int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
|
|
|
|
Vector2[] nodePositions = new Vector2[nodeStartIndex + nodeCount];
|
|
for (int i = 0; i < nodes.Count && i < nodePositions.Length; i++)
|
|
{
|
|
nodePositions[i] = nodes[i];
|
|
}
|
|
|
|
for (int i = 0; i < nodeCount; i++)
|
|
{
|
|
nodePositions[nodeStartIndex + i] = new Vector2(msg.ReadSingle(), msg.ReadSingle());
|
|
}
|
|
|
|
if (nodePositions.Any(n => !MathUtils.IsValid(n)))
|
|
{
|
|
nodes.Clear();
|
|
return;
|
|
}
|
|
|
|
nodes = nodePositions.ToList();
|
|
UpdateSections();
|
|
Drawable = nodes.Any();
|
|
IsActive =
|
|
(connections[0] == null ^ connections[1] == null) &&
|
|
(item.ParentInventory is CharacterInventory characterInventory && ((characterInventory.Owner as Character)?.HasEquippedItem(item) ?? false));
|
|
}
|
|
|
|
public override bool ValidateEventData(NetEntityEvent.IData data)
|
|
=> TryExtractEventData<ClientEventData>(data, out _);
|
|
|
|
public void ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData = null)
|
|
{
|
|
var eventData = ExtractEventData<ClientEventData>(extraData);
|
|
int nodeCount = eventData.NodeCount;
|
|
msg.WriteByte((byte)nodeCount);
|
|
if (nodeCount > 0)
|
|
{
|
|
msg.WriteSingle(nodes.Last().X);
|
|
msg.WriteSingle(nodes.Last().Y);
|
|
}
|
|
}
|
|
}
|
|
}
|