Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Decals/Decal.cs
2020-10-01 12:19:24 -03:00

178 lines
5.2 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
partial class Decal
{
public readonly DecalPrefab Prefab;
private Vector2 position;
private float fadeTimer;
public readonly Sprite Sprite;
public float FadeTimer
{
get { return fadeTimer; }
set { fadeTimer = MathHelper.Clamp(value, 0.0f, LifeTime); }
}
public float FadeInTime
{
get { return Prefab.FadeInTime; }
}
public float FadeOutTime
{
get { return Prefab.FadeOutTime; }
}
public float LifeTime
{
get { return Prefab.LifeTime; }
}
public float BaseAlpha
{
get;
set;
} = 1.0f;
public Color Color
{
get;
set;
}
public Vector2 WorldPosition
{
get
{
Vector2 worldPos = position
+ clippedSourceRect.Size.ToVector2() / 2 * Scale
+ hull.Rect.Location.ToVector2();
if (hull.Submarine != null) { worldPos += hull.Submarine.DrawPosition; }
return worldPos;
}
}
public Vector2 CenterPosition
{
get;
private set;
}
public Vector2 NonClampedPosition
{
get;
private set;
}
public int SpriteIndex
{
get;
private set;
}
private readonly HashSet<BackgroundSection> affectedSections;
private readonly Hull hull;
public readonly float Scale;
private Rectangle clippedSourceRect;
private bool cleaned = false;
public Decal(DecalPrefab prefab, float scale, Vector2 worldPosition, Hull hull, int? spriteIndex = null)
{
Prefab = prefab;
this.hull = hull;
//transform to hull-relative coordinates so we don't have to worry about the hull moving
NonClampedPosition = position = worldPosition - hull.WorldRect.Location.ToVector2();
Vector2 drawPos = position + hull.Rect.Location.ToVector2();
SpriteIndex = spriteIndex ?? Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced);
Sprite = prefab.Sprites[SpriteIndex];
Color = prefab.Color;
Rectangle drawRect = new Rectangle(
(int)(drawPos.X - Sprite.size.X / 2 * scale),
(int)(drawPos.Y + Sprite.size.Y / 2 * scale),
(int)(Sprite.size.X * scale),
(int)(Sprite.size.Y * scale));
Rectangle overFlowAmount = new Rectangle(
(int)Math.Max(hull.Rect.X - drawRect.X, 0.0f),
(int)Math.Max(drawRect.Y - hull.Rect.Y, 0.0f),
(int)Math.Max(drawRect.Right - hull.Rect.Right, 0.0f),
(int)Math.Max((hull.Rect.Y - hull.Rect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
clippedSourceRect = new Rectangle(
Sprite.SourceRect.X + (int)(overFlowAmount.X / scale),
Sprite.SourceRect.Y + (int)(overFlowAmount.Y / scale),
Sprite.SourceRect.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / scale));
CenterPosition = position;
position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
this.Scale = scale;
foreach (BackgroundSection section in hull.GetBackgroundSectionsViaContaining(new Rectangle((int)position.X, (int)position.Y - drawRect.Height, drawRect.Width, drawRect.Height)))
{
affectedSections ??= new HashSet<BackgroundSection>();
affectedSections.Add(section);
}
}
public void Update(float deltaTime)
{
fadeTimer += deltaTime;
}
public void ForceRefreshFadeTimer(float val)
{
cleaned = false;
fadeTimer = val;
}
public void StopFadeIn()
{
Color *= GetAlpha();
fadeTimer = Prefab.FadeInTime;
}
public bool AffectsSection(BackgroundSection section)
{
return affectedSections != null && affectedSections.Contains(section);
}
public void Clean(float val)
{
cleaned = true;
float sizeModifier = MathHelper.Clamp(Sprite.size.X * Sprite.size.Y * Scale / 10000, 1.0f, 25.0f);
BaseAlpha -= val * -1 / sizeModifier;
}
private float GetAlpha()
{
if (fadeTimer < Prefab.FadeInTime && !cleaned)
{
return BaseAlpha * fadeTimer / Prefab.FadeInTime;
}
else if (cleaned || fadeTimer > Prefab.LifeTime - Prefab.FadeOutTime)
{
return BaseAlpha * Math.Min((Prefab.LifeTime - fadeTimer) / Prefab.FadeOutTime, 1.0f);
}
return BaseAlpha;
}
}
}