Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Holdable/Propulsion.cs

121 lines
3.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Particles;
namespace Barotrauma.Items.Components
{
class Propulsion : ItemComponent
{
private float force;
private string particles;
private ParticlePrefab.DrawTargetType usableIn;
[HasDefaultValue(0.0f, false)]
public float Force
{
get { return force; }
set { force = value; }
}
[HasDefaultValue("", false)]
public string Particles
{
get { return particles; }
set { particles = value; }
}
public Propulsion(Item item, XElement element)
: base(item,element)
{
switch (ToolBox.GetAttributeString(element, "usablein", "air").ToLower())
{
case "air":
usableIn = ParticlePrefab.DrawTargetType.Air;
break;
case "water":
usableIn = ParticlePrefab.DrawTargetType.Water;
break;
default:
usableIn = ParticlePrefab.DrawTargetType.Both;
break;
}
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.IsKeyDown(InputType.Aim)) return false;
if (item.InWater)
{
if (usableIn == ParticlePrefab.DrawTargetType.Air) return true;
}
else
{
if (usableIn == ParticlePrefab.DrawTargetType.Water) return true;
}
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
Vector2 propulsion = dir * force;
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
if (item.body.Enabled && false)
{
item.body.ApplyForce(propulsion);
}
else
{
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.WearingItem==null || limb.WearingItem.Item != item) continue;
limb.body.ApplyForce(propulsion);
}
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
}
if (!string.IsNullOrWhiteSpace(particles))
{
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition,
item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), 0.0f, item.CurrentHull);
}
return true;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
if (!IsActive) return;
//Vector2 particleSpeed = new Vector2(
// (float)Math.Cos(item.body.Rotation),
// (float)Math.Sin(item.body.Rotation)) *item.body.Dir * 0.1f;
//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
IsActive = false;
}
}
}