160 lines
7.7 KiB
C#
160 lines
7.7 KiB
C#
using Barotrauma.Particles;
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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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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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 RepairTool
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#if DEBUG
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: IDrawableComponent
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#endif
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{
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#if DEBUG
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public Vector2 DrawSize
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{
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get { return GameMain.DebugDraw ? Vector2.One * Range : Vector2.Zero; }
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}
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#endif
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private readonly List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
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private readonly List<ParticleEmitter> particleEmitterHitStructure = new List<ParticleEmitter>();
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private readonly List<ParticleEmitter> particleEmitterHitCharacter = new List<ParticleEmitter>();
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private readonly List<(RelatedItem relatedItem, ParticleEmitter emitter)> particleEmitterHitItem = new List<(RelatedItem relatedItem, ParticleEmitter emitter)>();
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private float prevProgressBarState;
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private Item prevProgressBarTarget = null;
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partial void InitProjSpecific(ContentXElement element)
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{
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foreach (var subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "particleemitter":
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particleEmitters.Add(new ParticleEmitter(subElement));
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break;
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case "particleemitterhititem":
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Identifier[] identifiers = subElement.GetAttributeIdentifierArray("identifiers", Array.Empty<Identifier>());
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if (identifiers.Length == 0) { identifiers = subElement.GetAttributeIdentifierArray("identifier", Array.Empty<Identifier>()); }
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Identifier[] excludedIdentifiers = subElement.GetAttributeIdentifierArray("excludedidentifiers", Array.Empty<Identifier>());
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if (excludedIdentifiers.Length == 0) { excludedIdentifiers = subElement.GetAttributeIdentifierArray("excludedidentifier", Array.Empty<Identifier>()); }
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particleEmitterHitItem.Add((new RelatedItem(identifiers, excludedIdentifiers), new ParticleEmitter(subElement)));
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break;
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case "particleemitterhitstructure":
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particleEmitterHitStructure.Add(new ParticleEmitter(subElement));
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break;
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case "particleemitterhitcharacter":
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particleEmitterHitCharacter.Add(new ParticleEmitter(subElement));
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break;
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}
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}
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}
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partial void UseProjSpecific(float deltaTime, Vector2 raystart)
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{
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foreach (ParticleEmitter particleEmitter in particleEmitters)
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{
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float particleAngle = MathHelper.ToRadians(BarrelRotation);
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if (item.body != null)
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{
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particleAngle += item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
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}
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particleEmitter.Emit(
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deltaTime, ConvertUnits.ToDisplayUnits(raystart),
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item.CurrentHull, particleAngle, particleEmitter.Prefab.Properties.CopyEntityAngle ? -particleAngle : 0);
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}
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}
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partial void FixStructureProjSpecific(Character user, float deltaTime, Structure targetStructure, int sectionIndex)
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{
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Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
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if (targetStructure.Submarine != null)
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{
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progressBarPos += targetStructure.Submarine.DrawPosition;
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}
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var progressBar = user.UpdateHUDProgressBar(
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targetStructure.ID * 1000 + sectionIndex, //unique "identifier" for each wall section
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progressBarPos,
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MathUtils.InverseLerp(targetStructure.Prefab.MinHealth, targetStructure.Health, targetStructure.Health - targetStructure.SectionDamage(sectionIndex)),
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GUIStyle.Red, GUIStyle.Green);
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if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
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Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
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if (targetStructure.Submarine != null) particlePos += targetStructure.Submarine.DrawPosition;
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foreach (var emitter in particleEmitterHitStructure)
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{
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float particleAngle = item.body.Rotation + MathHelper.ToRadians(BarrelRotation) + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
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emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
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}
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}
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partial void FixCharacterProjSpecific(Character user, float deltaTime, Character targetCharacter)
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{
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Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
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if (targetCharacter.Submarine != null) particlePos += targetCharacter.Submarine.DrawPosition;
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foreach (var emitter in particleEmitterHitCharacter)
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{
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float particleAngle = item.body.Rotation + MathHelper.ToRadians(BarrelRotation) + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
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emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
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}
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}
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partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem, bool showProgressBar)
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{
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if (showProgressBar)
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{
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float progressBarState = targetItem.ConditionPercentage / 100.0f;
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if (!MathUtils.NearlyEqual(progressBarState, prevProgressBarState) || prevProgressBarTarget != targetItem)
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{
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var door = targetItem.GetComponent<Door>();
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if (door == null || door.Stuck <= 0)
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{
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Vector2 progressBarPos = targetItem.DrawPosition;
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var progressBar = user?.UpdateHUDProgressBar(
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targetItem,
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progressBarPos,
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progressBarState,
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GUIStyle.Red, GUIStyle.Green,
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progressBarState < prevProgressBarState ? "progressbar.cutting" : "");
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if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
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}
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prevProgressBarState = progressBarState;
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prevProgressBarTarget = targetItem;
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}
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}
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Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
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if (targetItem.Submarine != null) particlePos += targetItem.Submarine.DrawPosition;
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foreach ((RelatedItem relatedItem, ParticleEmitter emitter) in particleEmitterHitItem)
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{
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if (!relatedItem.MatchesItem(targetItem)) { continue; }
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float particleAngle = item.body.Rotation + MathHelper.ToRadians(BarrelRotation) + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
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emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
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}
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}
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#if DEBUG
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public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
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{
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if (GameMain.DebugDraw && IsActive)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(debugRayStartPos.X, -debugRayStartPos.Y),
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new Vector2(debugRayEndPos.X, -debugRayEndPos.Y),
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Color.Yellow);
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}
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}
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#endif
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}
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}
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