Esempio n. 1
0
        private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
        {
            //spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
            GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);

            GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X - 10, (int)position.Y - 10, 20, 20), Color.White);
            spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);

            for (int i = 0; i < MaxLinked; i++)
            {
                if (Wires[i] == null || Wires[i].Hidden || draggingConnected == Wires[i])
                {
                    continue;
                }

                Connection recipient = Wires[i].OtherConnection(this);

                DrawWire(spriteBatch, Wires[i], (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire);

                wirePosition.Y += wireInterval;
            }

            if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f)
            {
                spriteBatch.Draw(panelTexture, position - new Vector2(21.5f, 21.5f), new Rectangle(106, 250, 43, 43), Color.White);

                if (!PlayerInput.LeftButtonHeld())
                {
                    //find an empty cell for the new connection
                    int index = FindWireIndex(null);

                    if (index > -1 && !Wires.Contains(draggingConnected))
                    {
                        bool alreadyConnected = draggingConnected.IsConnectedTo(item);

                        draggingConnected.RemoveConnection(item);

                        if (draggingConnected.Connect(this, !alreadyConnected, true))
                        {
                            Wires[index] = draggingConnected;
                        }
                    }
                }
            }

            int screwIndex = (position.Y % 60 < 30) ? 0 : 1;

            if (Wires.Any(w => w != null && w != draggingConnected))
            {
                spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex * 32, 256, 32, 32), Color.White);
            }
        }
Esempio n. 2
0
        private void Draw(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
        {
            //spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
            GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);

            connectionSprite.Draw(spriteBatch, position);

            for (int i = 0; i < MaxLinked; i++)
            {
                if (wires[i] == null || wires[i].Hidden || draggingConnected == wires[i])
                {
                    continue;
                }

                Connection recipient = wires[i].OtherConnection(this);

                string label = recipient == null ? "" :
                               wires[i].Locked ? recipient.item.Name + "\n" + TextManager.Get("ConnectionLocked") : recipient.item.Name;
                DrawWire(spriteBatch, wires[i], (recipient == null) ? wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire, panel, label);

                wirePosition.Y += wireInterval;
            }

            if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f)
            {
                connectionSpriteHighlight.Draw(spriteBatch, position);

                if (!PlayerInput.LeftButtonHeld())
                {
                    //find an empty cell for the new connection
                    int index = FindEmptyIndex();
                    if (index > -1 && !Wires.Contains(draggingConnected))
                    {
                        bool alreadyConnected = draggingConnected.IsConnectedTo(panel.Item);

                        draggingConnected.RemoveConnection(panel.Item);

                        if (draggingConnected.Connect(this, !alreadyConnected, true))
                        {
                            var otherConnection = draggingConnected.OtherConnection(this);
                            SetWire(index, draggingConnected);
                        }
                    }
                }
            }

            if (Wires.Any(w => w != null && w != draggingConnected))
            {
                int screwIndex = (int)Math.Floor(position.Y / 30.0f) % screwSprites.Count;
                screwSprites[screwIndex].Draw(spriteBatch, position);
            }
        }
Esempio n. 3
0
        private void Draw(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
        {
            GUI.DrawString(spriteBatch, labelPos, DisplayName, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);

            connectionSprite.Draw(spriteBatch, position);

            for (int i = 0; i < MaxLinked; i++)
            {
                if (wires[i] == null || wires[i].Hidden || (draggingConnected == wires[i] && (mouseIn || Screen.Selected == GameMain.SubEditorScreen)))
                {
                    continue;
                }

                Connection recipient = wires[i].OtherConnection(this);
                string     label     = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})";
                if (wires[i].Locked)
                {
                    label += "\n" + TextManager.Get("ConnectionLocked");
                }
                DrawWire(spriteBatch, wires[i], position, wirePosition, equippedWire, panel, label);

                wirePosition.Y += wireInterval;
            }

            if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < (20.0f * GUI.Scale))
            {
                connectionSpriteHighlight.Draw(spriteBatch, position);

                if (!PlayerInput.LeftButtonHeld())
                {
                    //find an empty cell for the new connection
                    int index = FindEmptyIndex();
                    if (index > -1 && !Wires.Contains(draggingConnected))
                    {
                        bool alreadyConnected = draggingConnected.IsConnectedTo(panel.Item);
                        draggingConnected.RemoveConnection(panel.Item);
                        if (draggingConnected.Connect(this, !alreadyConnected, true))
                        {
                            var otherConnection = draggingConnected.OtherConnection(this);
                            SetWire(index, draggingConnected);
                        }
                    }
                    if (GameMain.Client != null)
                    {
                        panel.Item.CreateClientEvent(panel);
                    }
                    draggingConnected = null;
                }
            }

            if (flashTimer > 0.0f)
            {
                //the number of flashes depends on the duration, 1 flash per 1 full second
                int   flashCycleCount    = (int)Math.Max(flashDuration, 1);
                float flashCycleDuration = flashDuration / flashCycleCount;

                //MathHelper.Pi * 0.8f -> the curve goes from 144 deg to 0,
                //i.e. quickly bumps up from almost full brightness to full and then fades out
                connectionSpriteHighlight.Draw(spriteBatch, position, flashColor * (float)Math.Sin(flashTimer % flashCycleDuration / flashCycleDuration * MathHelper.Pi * 0.8f));
            }

            if (Wires.Any(w => w != null && w != draggingConnected))
            {
                int screwIndex = (int)Math.Floor(position.Y / 30.0f) % screwSprites.Count;
                screwSprites[screwIndex].Draw(spriteBatch, position);
            }
        }