501 lines
24 KiB
C#
501 lines
24 KiB
C#
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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namespace Barotrauma.Items.Components
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{
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partial class Connection
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{
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//private static Texture2D panelTexture;
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private static Sprite connector;
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private static Sprite wireVertical;
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private static Sprite connectionSprite;
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private static Sprite connectionSpriteHighlight;
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private static List<Sprite> screwSprites;
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private Color flashColor;
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private float flashDuration = 1.5f;
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public float FlashTimer { get; private set; }
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public static Wire DraggingConnected { get; private set; }
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public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Rectangle dragArea, Character character)
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{
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if (DraggingConnected?.Item?.Removed ?? true)
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{
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DraggingConnected = null;
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}
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Rectangle panelRect = panel.GuiFrame.Rect;
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int x = panelRect.X, y = panelRect.Y;
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int width = panelRect.Width, height = panelRect.Height;
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Vector2 scale = GetScale(panel.GuiFrame.RectTransform.MaxSize, panel.GuiFrame.Rect.Size);
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bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
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int totalWireCount = 0;
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foreach (Connection c in panel.Connections)
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{
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totalWireCount += c.Wires.Count;
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}
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Wire equippedWire = null;
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bool allowRewiring = GameMain.NetworkMember?.ServerSettings == null || GameMain.NetworkMember.ServerSettings.AllowRewiring || panel.AlwaysAllowRewiring;
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if (allowRewiring && (!panel.Locked && !panel.TemporarilyLocked || Screen.Selected == GameMain.SubEditorScreen))
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{
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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foreach (Item item in character.HeldItems)
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{
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Wire wireComponent = item.GetComponent<Wire>();
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if (wireComponent != null)
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{
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equippedWire = wireComponent;
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var connectedEnd = equippedWire.OtherConnection(null);
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if (connectedEnd?.Item.Submarine != null && panel.Item.Submarine != connectedEnd.Item.Submarine)
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{
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equippedWire = null;
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}
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}
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}
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}
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//two passes: first the connector, then the wires to get the wires to render in front
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for (int i = 0; i < 2; i++)
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{
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Vector2 rightPos = GetRightPos(x, y, width, scale);
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Vector2 leftPos = GetLeftPos(x, y, scale);
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Vector2 rightWirePos = new Vector2(x + width - 5 * scale.X, y + 30 * scale.Y);
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Vector2 leftWirePos = new Vector2(x + 5 * scale.X, y + 30 * scale.Y);
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int wireInterval = (height - (int)(20 * scale.Y)) / Math.Max(totalWireCount, 1);
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int connectorIntervalLeft = GetConnectorIntervalLeft(height, scale, panel);
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int connectorIntervalRight = GetConnectorIntervalRight(height, scale, panel);
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foreach (Connection c in panel.Connections)
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{
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//if dragging a wire, let the Inventory know so that the wire can be
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//dropped or dragged from the panel to the players inventory
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if (DraggingConnected != null && i == 1)
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{
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//the wire can only be dragged out if it's not connected to anything at the other end
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if (Screen.Selected == GameMain.SubEditorScreen ||
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(DraggingConnected.Connections[0] == null && DraggingConnected.Connections[1] == null) ||
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(DraggingConnected.Connections.Contains(c) && DraggingConnected.Connections.Contains(null)))
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{
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var linkedWire = c.FindWireByItem(DraggingConnected.Item);
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if (linkedWire != null || panel.DisconnectedWires.Contains(DraggingConnected))
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{
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Inventory.DraggingItems.Clear();
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Inventory.DraggingItems.Add(DraggingConnected.Item);
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}
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}
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}
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//outputs are drawn at the right side of the panel, inputs at the left
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if (c.IsOutput)
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{
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if (i == 0)
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{
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c.DrawConnection(spriteBatch, panel, rightPos, GetOutputLabelPosition(rightPos, panel, c), scale);
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}
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else
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{
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c.DrawWires(spriteBatch, panel, rightPos, rightWirePos, mouseInRect, equippedWire, wireInterval);
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}
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rightPos.Y += connectorIntervalLeft;
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rightWirePos.Y += c.Wires.Count * wireInterval;
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}
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else
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{
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if (i == 0)
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{
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c.DrawConnection(spriteBatch, panel, leftPos, GetInputLabelPosition(leftPos, panel, c), scale);
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}
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else
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{
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c.DrawWires(spriteBatch, panel, leftPos, leftWirePos, mouseInRect, equippedWire, wireInterval);
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}
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leftPos.Y += connectorIntervalRight;
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leftWirePos.Y += c.Wires.Count * wireInterval;
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}
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}
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}
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if (DraggingConnected != null)
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{
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if (mouseInRect)
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{
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Vector2 wireDragPos = new Vector2(
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MathHelper.Clamp(PlayerInput.MousePosition.X, dragArea.X, dragArea.Right),
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MathHelper.Clamp(PlayerInput.MousePosition.Y, dragArea.Y, dragArea.Bottom));
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DrawWire(spriteBatch, DraggingConnected, wireDragPos, new Vector2(x + width / 2, y + height - 10), null, panel, "");
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}
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panel.TriggerRewiringSound();
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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if (GameMain.NetworkMember != null || panel.CheckCharacterSuccess(character))
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{
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if (DraggingConnected.Connections[0]?.ConnectionPanel == panel ||
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DraggingConnected.Connections[1]?.ConnectionPanel == panel)
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{
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DraggingConnected.RemoveConnection(panel.Item);
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if (DraggingConnected.Item.ParentInventory == null)
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{
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panel.DisconnectedWires.Add(DraggingConnected);
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}
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else if (DraggingConnected.Connections[0] == null && DraggingConnected.Connections[1] == null)
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{
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DraggingConnected.ClearConnections(user: Character.Controlled);
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}
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}
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}
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if (GameMain.Client != null)
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{
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panel.Item.CreateClientEvent(panel);
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}
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DraggingConnected = null;
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}
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}
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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if (equippedWire != null && (DraggingConnected != equippedWire || !mouseInRect))
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{
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if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
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{
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DrawWire(spriteBatch, equippedWire, new Vector2(x + width / 2, y + height - 150 * GUI.Scale),
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new Vector2(x + width / 2, y + height),
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null, panel, "");
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if (DraggingConnected == equippedWire)
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{
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Inventory.DraggingItems.Clear();
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Inventory.DraggingItems.Add(equippedWire.Item);
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}
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}
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}
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float step = (width * 0.75f) / panel.DisconnectedWires.Count();
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x = (int)(x + width / 2 - step * (panel.DisconnectedWires.Count() - 1) / 2);
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foreach (Wire wire in panel.DisconnectedWires)
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{
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if (wire == DraggingConnected && mouseInRect) { continue; }
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if (wire.HiddenInGame && Screen.Selected == GameMain.GameScreen) { continue; }
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Connection recipient = wire.OtherConnection(null);
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LocalizedString label = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})";
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if (wire.Locked) { label += "\n" + TextManager.Get("ConnectionLocked"); }
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DrawWire(spriteBatch, wire, new Vector2(x, y + height - 100 * GUI.Scale),
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new Vector2(x, y + height),
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null, panel, label);
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x += (int)step;
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}
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//stop dragging a wire item if the cursor is within any connection panel
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//(so we don't drop the item when dropping the wire on a connection)
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if (mouseInRect || (GUI.MouseOn?.UserData is ConnectionPanel && GUI.MouseOn.MouseRect.Contains(PlayerInput.MousePosition)))
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{
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Inventory.DraggingItems.Clear();
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}
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}
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private void DrawConnection(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 scale)
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{
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string text = DisplayName.Value.ToUpperInvariant();
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//nasty
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if (GUIStyle.GetComponentStyle("ConnectionPanelLabel")?.Sprites.Values.First().First() is UISprite labelSprite)
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{
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Rectangle labelArea = GetLabelArea(labelPos, text, scale);
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labelSprite.Draw(spriteBatch, labelArea, IsPower ? GUIStyle.Red : Color.SteelBlue);
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}
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GUI.DrawString(spriteBatch, labelPos + Vector2.UnitY, text, Color.Black * 0.8f, font: GUIStyle.SmallFont);
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GUI.DrawString(spriteBatch, labelPos, text, GUIStyle.TextColorBright, font: GUIStyle.SmallFont);
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float connectorSpriteScale = (35.0f / connectionSprite.SourceRect.Width) * panel.Scale;
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connectionSprite.Draw(spriteBatch, position, scale: connectorSpriteScale);
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}
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private void DrawWires(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
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{
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float connectorSpriteScale = (35.0f / connectionSprite.SourceRect.Width) * panel.Scale;
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foreach (var wire in wires)
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{
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if (wire.Hidden || (DraggingConnected == wire && (mouseIn || Screen.Selected == GameMain.SubEditorScreen))) { continue; }
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if (wire.HiddenInGame && Screen.Selected == GameMain.GameScreen) { continue; }
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Connection recipient = wire.OtherConnection(this);
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LocalizedString label = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})";
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if (wire.Locked) { label += "\n" + TextManager.Get("ConnectionLocked"); }
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DrawWire(spriteBatch, wire, position, wirePosition, equippedWire, panel, label);
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wirePosition.Y += wireInterval;
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}
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if (DraggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < (20.0f * GUI.Scale))
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{
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connectionSpriteHighlight.Draw(spriteBatch, position, scale: connectorSpriteScale);
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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if ((GameMain.NetworkMember != null || panel.CheckCharacterSuccess(Character.Controlled)) &&
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Wires.Count < MaxPlayerConnectableWires)
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{
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//find an empty cell for the new connection
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if (WireSlotsAvailable() && !Wires.Contains(DraggingConnected))
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{
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bool alreadyConnected = DraggingConnected.IsConnectedTo(panel.Item);
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DraggingConnected.RemoveConnection(panel.Item);
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if (DraggingConnected.Connect(this, !alreadyConnected, true))
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{
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var otherConnection = DraggingConnected.OtherConnection(this);
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ConnectWire(DraggingConnected);
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}
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}
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}
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if (GameMain.Client != null)
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{
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panel.Item.CreateClientEvent(panel);
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}
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DraggingConnected = null;
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}
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}
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if (FlashTimer > 0.0f)
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{
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//the number of flashes depends on the duration, 1 flash per 1 full second
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int flashCycleCount = (int)Math.Max(flashDuration, 1);
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float flashCycleDuration = flashDuration / flashCycleCount;
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//MathHelper.Pi * 0.8f -> the curve goes from 144 deg to 0,
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//i.e. quickly bumps up from almost full brightness to full and then fades out
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connectionSpriteHighlight.Draw(spriteBatch, position,
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flashColor * (float)Math.Sin(FlashTimer % flashCycleDuration / flashCycleDuration * MathHelper.Pi * 0.8f), scale: connectorSpriteScale);
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}
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if (Wires.Any(w => w != DraggingConnected && !w.Hidden && (!w.HiddenInGame || Screen.Selected != GameMain.GameScreen)))
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{
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int screwIndex = (int)Math.Floor(position.Y / 30.0f) % screwSprites.Count;
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screwSprites[screwIndex].Draw(spriteBatch, position, scale: connectorSpriteScale);
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}
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}
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public void Flash(Color? color = null, float flashDuration = 1.5f)
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{
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FlashTimer = flashDuration;
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this.flashDuration = flashDuration;
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flashColor = (color == null) ? GUIStyle.Red : (Color)color;
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}
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public void UpdateFlashTimer(float deltaTime)
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{
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if (FlashTimer <= 0) return;
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FlashTimer -= deltaTime;
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}
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private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Vector2 end, Vector2 start, Wire equippedWire, ConnectionPanel panel, LocalizedString label)
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{
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int textX = (int)start.X;
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if (start.X < end.X)
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textX -= 10;
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else
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textX += 10;
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bool canDrag = equippedWire == null || equippedWire == wire;
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float alpha = canDrag ? 1.0f : 0.5f;
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bool mouseOn =
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canDrag &&
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!(GUI.MouseOn is GUIDragHandle) &&
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((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) &&
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PlayerInput.MousePosition.X < Math.Max(start.X, end.X) &&
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MathUtils.LineToPointDistanceSquared(start, end, PlayerInput.MousePosition) < 36) ||
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Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f ||
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new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition));
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if (!label.IsNullOrEmpty())
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{
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if (start.Y > panel.GuiFrame.Rect.Bottom - 1.0f)
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{
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//wire at the bottom of the panel -> draw the text below the panel, tilted 45 degrees
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GUIStyle.Font.DrawString(spriteBatch, label, start + Vector2.UnitY * 20 * GUI.Scale, Color.White, 45.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f);
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}
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else
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{
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GUI.DrawString(spriteBatch,
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new Vector2(start.X < end.X ? textX - GUIStyle.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f),
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label,
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wire.Locked ? GUIStyle.TextColorDim : (mouseOn ? Wire.higlightColor : GUIStyle.TextColorNormal), Color.Black * 0.9f,
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3, GUIStyle.SmallFont);
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}
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}
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var wireEnd = end + Vector2.Normalize(start - end) * 30.0f * panel.Scale;
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float dist = Vector2.Distance(start, wireEnd);
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float wireWidth = 12 * panel.Scale;
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float highlight = 5 * panel.Scale;
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if (mouseOn)
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{
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spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point((int)(wireWidth + highlight), (int)dist)), wireVertical.SourceRect,
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Wire.higlightColor,
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MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2,
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new Vector2(wireVertical.size.X / 2, 0), // point in line about which to rotate
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SpriteEffects.None,
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0.0f);
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}
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spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point((int)wireWidth, (int)dist)), wireVertical.SourceRect,
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wire.Item.Color * alpha,
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MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2,
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new Vector2(wireVertical.size.X / 2, 0), // point in line about which to rotate
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SpriteEffects.None,
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0.0f);
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float connectorScale = wireWidth / (float)wireVertical.SourceRect.Width;
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connector.Draw(spriteBatch, end, Color.White, connector.Origin, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, scale: connectorScale);
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if (DraggingConnected == null && canDrag)
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{
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if (mouseOn)
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{
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ConnectionPanel.HighlightedWire = wire;
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bool allowRewiring = GameMain.NetworkMember?.ServerSettings == null || GameMain.NetworkMember.ServerSettings.AllowRewiring || panel.AlwaysAllowRewiring;
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if (allowRewiring && (!wire.Locked && !panel.Locked && !panel.TemporarilyLocked || Screen.Selected == GameMain.SubEditorScreen))
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{
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//start dragging the wire
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if (PlayerInput.PrimaryMouseButtonHeld()) { DraggingConnected = wire; }
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}
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}
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}
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}
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public static bool CheckConnectionLabelOverlap(ConnectionPanel panel, out Point newRectSize)
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{
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Rectangle panelRect = panel.GuiFrame.Rect;
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int x = panelRect.X, y = panelRect.Y;
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Vector2 scale = GetScale(panel.GuiFrame.RectTransform.MaxSize, panel.GuiFrame.Rect.Size);
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Vector2 rightPos = GetRightPos(x, y, panelRect.Width, scale);
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Vector2 leftPos = GetLeftPos(x, y, scale);
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int connectorIntervalLeft = GetConnectorIntervalLeft(panelRect.Height, scale, panel);
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int connectorIntervalRight = GetConnectorIntervalRight(panelRect.Height, scale, panel);
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newRectSize = panelRect.Size;
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var labelAreas = new List<Rectangle>();
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for (int i = 0; i < 100; i++)
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{
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labelAreas.Clear();
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foreach (var c in panel.Connections)
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{
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if (c.IsOutput)
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{
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var labelArea = GetLabelArea(GetOutputLabelPosition(rightPos, panel, c), c.DisplayName.Value.ToUpperInvariant(), scale);
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labelAreas.Add(labelArea);
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rightPos.Y += connectorIntervalLeft;
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}
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else
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{
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var labelArea = GetLabelArea(GetInputLabelPosition(leftPos, panel, c), c.DisplayName.Value.ToUpperInvariant(), scale);
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labelAreas.Add(labelArea);
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leftPos.Y += connectorIntervalRight;
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}
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}
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bool foundOverlap = false;
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for (int j = 0; j < labelAreas.Count; j++)
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{
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for (int k = 0; k < labelAreas.Count; k++)
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{
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if (k == j) { continue; }
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if (!labelAreas[j].Intersects(labelAreas[k])) { continue; }
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newRectSize += new Point(10);
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Point maxSize = new Point(
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Math.Max(panel.GuiFrame.RectTransform.MaxSize.X, newRectSize.X),
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Math.Max(panel.GuiFrame.RectTransform.MaxSize.Y, newRectSize.Y));
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scale = GetScale(maxSize, newRectSize);
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rightPos = GetRightPos(x, y, newRectSize.X, scale);
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leftPos = GetLeftPos(x, y, scale);
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connectorIntervalLeft = GetConnectorIntervalLeft(newRectSize.Y, scale, panel);
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connectorIntervalRight = GetConnectorIntervalRight(newRectSize.Y, scale, panel);
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foundOverlap = true;
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break;
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}
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}
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if (!foundOverlap) { break; }
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}
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return newRectSize.X != panel.GuiFrame.Rect.Width || newRectSize.Y > panel.GuiFrame.Rect.Height;
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}
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private static Vector2 GetScale(Point maxSize, Point size)
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{
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Vector2 scale = new Vector2(GUI.Scale);
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if (maxSize.X < int.MaxValue)
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{
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scale.X = maxSize.X / size.X;
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}
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if (maxSize.Y < int.MaxValue)
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{
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scale.Y = maxSize.Y / size.Y;
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}
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return scale;
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}
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private static Vector2 GetInputLabelPosition(Vector2 connectorPosition, ConnectionPanel panel, Connection connection)
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{
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return new Vector2(
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connectorPosition.X + 25 * panel.Scale,
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connectorPosition.Y - 5 * panel.Scale - GUIStyle.SmallFont.MeasureString(connection.DisplayName.ToUpper()).Y);
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}
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private static Vector2 GetOutputLabelPosition(Vector2 connectorPosition, ConnectionPanel panel, Connection connection)
|
|
{
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|
return new Vector2(
|
|
connectorPosition.X - 25 * panel.Scale - GUIStyle.SmallFont.MeasureString(connection.DisplayName.ToUpper()).X,
|
|
connectorPosition.Y + 5 * panel.Scale);
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|
}
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|
|
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private static Rectangle GetLabelArea(Vector2 labelPos, string text, Vector2 scale)
|
|
{
|
|
Vector2 textSize = GUIStyle.SmallFont.MeasureString(text);
|
|
Rectangle labelArea = new Rectangle(labelPos.ToPoint(), textSize.ToPoint());
|
|
labelArea.Inflate(10 * scale.X, 3 * scale.Y);
|
|
return labelArea;
|
|
}
|
|
|
|
private static Vector2 GetLeftPos(int x, int y, Vector2 scale)
|
|
{
|
|
return new Vector2(x + 80 * scale.X, y + 60 * scale.Y);
|
|
}
|
|
|
|
private static Vector2 GetRightPos(int x, int y, int width, Vector2 scale)
|
|
{
|
|
return new Vector2(x + width - 80 * scale.X, y + 60 * scale.Y);
|
|
}
|
|
|
|
private static int GetConnectorIntervalLeft(int height, Vector2 scale, ConnectionPanel panel)
|
|
{
|
|
return (height - (int)(100 * scale.Y)) / Math.Max(panel.Connections.Count(c => c.IsOutput), 1);
|
|
}
|
|
|
|
private static int GetConnectorIntervalRight(int height, Vector2 scale, ConnectionPanel panel)
|
|
{
|
|
return (height - (int)(100 * scale.Y)) / Math.Max(panel.Connections.Count(c => !c.IsOutput), 1);
|
|
}
|
|
}
|
|
}
|