Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/TransitionCinematic.cs

108 lines
3.4 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class TransitionCinematic
{
public bool Running
{
get;
private set;
}
private float duration;
public TransitionCinematic(Submarine submarine, Camera cam, float duration)
: this(new List<Submarine>() { submarine }, cam, duration)
{
}
public TransitionCinematic(List<Submarine> submarines, Camera cam, float duration)
{
if (!submarines.Any(s => s != null)) return;
Vector2 targetPos = new Vector2(
submarines.Sum(s => s.Position.X),
submarines.Sum(s => s.Position.Y)) / submarines.Count;
if (submarines.First().AtEndPosition)
{
targetPos = Level.Loaded.EndPosition + Vector2.UnitY * 500.0f;
}
else if (submarines.First().AtStartPosition)
{
targetPos = Level.Loaded.StartPosition + Vector2.UnitY * 500.0f;
}
this.duration = duration;
Running = true;
CoroutineManager.StartCoroutine(UpdateTransitionCinematic(submarines, cam, targetPos));
}
private IEnumerable<object> UpdateTransitionCinematic(List<Submarine> subs, Camera cam, Vector2 targetPos)
{
if (!subs.Any()) yield return CoroutineStatus.Success;
Character.Controlled = null;
cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
//Vector2 diff = targetPos - sub.Position;
float targetSpeed = 10.0f;
Level.Loaded.ShaftBody.Enabled = false;
cam.TargetPos = Vector2.Zero;
float timer = 0.0f;
while (timer < duration)
{
if (Screen.Selected != GameMain.GameScreen)
{
yield return new WaitForSeconds(0.1f);
GUI.ScreenOverlayColor = Color.TransparentBlack;
Running = false;
yield return CoroutineStatus.Success;
}
cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.UnscaledDeltaTime * 0.1f);
Vector2 cameraPos = subs.First().Position + Submarine.MainSub.HiddenSubPosition;
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBody.Position.Y) - cam.WorldView.Height/2.0f);
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime*10.0f);
foreach (Submarine sub in subs)
{
if (sub.Position == targetPos) continue;
sub.ApplyForce((Vector2.Normalize(targetPos - sub.Position) * targetSpeed - sub.Velocity) * 500.0f);
}
timer += CoroutineManager.UnscaledDeltaTime;
yield return CoroutineStatus.Running;
}
Running = false;
yield return new WaitForSeconds(0.1f);
GUI.ScreenOverlayColor = Color.TransparentBlack;
yield return CoroutineStatus.Success;
}
}
}