Esempio n. 1
0
        public Vector2 GetOffset(ref float offsetState, Vector2 randomOffsetMultiplier, float rotation = 0.0f)
        {
            Vector2 offset = Offset;

            if (OffsetAnimSpeed > 0.0f)
            {
                switch (OffsetAnim)
                {
                case AnimationType.Sine:
                    offsetState %= (MathHelper.TwoPi / OffsetAnimSpeed);
                    offset      *= (float)Math.Sin(offsetState * OffsetAnimSpeed);
                    break;

                case AnimationType.Noise:
                    offsetState %= 1.0f / (OffsetAnimSpeed * 0.1f);

                    float t = offsetState * 0.1f * OffsetAnimSpeed;
                    offset = new Vector2(
                        offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f),
                        offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f));
                    break;
                }
            }
            offset += new Vector2(
                RandomOffset.X * randomOffsetMultiplier.X,
                RandomOffset.Y * randomOffsetMultiplier.Y);
            if (Math.Abs(rotation) > 0.01f)
            {
                Matrix transform = Matrix.CreateRotationZ(rotation);
                offset = Vector2.Transform(offset, transform);
            }
            return(offset);
        }
            public float GetSpawnProbability(LevelObjectPrefab prefab)
            {
                if (prefab.ClusteringAmount <= 0.0f)
                {
                    return(Length);
                }
                float noise = (noiseVal + PerlinNoise.GetPerlin(prefab.ClusteringGroup, prefab.ClusteringGroup * 0.3f)) % 1.0f;

                return(Length * (float)Math.Pow(noise, prefab.ClusteringAmount));
            }
        public float GetRotation(ref float rotationState)
        {
            RotationSpeed = -Math.Abs(RotationSpeed);
            switch (RotationAnim)
            {
            case AnimationType.Sine:
                rotationState %= MathHelper.TwoPi / absRotationSpeedRadians;
                return(rotationRadians * (float)Math.Sin(rotationState * rotationSpeedRadians));

            case AnimationType.Noise:
                rotationState %= 1.0f / absRotationSpeedRadians;
                return(rotationRadians * (PerlinNoise.GetPerlin(rotationState * absRotationSpeedRadians, rotationState * absRotationSpeedRadians) - 0.5f));

            default:
                return(rotationState * rotationSpeedRadians);
            }
        }
Esempio n. 4
0
            public float GetRotation(ref float rotationState)
            {
                if (rotationSpeedRadians <= 0.0f)
                {
                    return(Rotation);
                }
                switch (OffsetAnim)
                {
                case AnimationType.Sine:
                    rotationState = rotationState % (MathHelper.TwoPi / rotationSpeedRadians);
                    return(Rotation * (float)Math.Sin(rotationState * rotationSpeedRadians));

                case AnimationType.Noise:
                    rotationState = rotationState % (1.0f / rotationSpeedRadians);
                    return(Rotation * PerlinNoise.GetPerlin(rotationState * rotationSpeedRadians, rotationState * rotationSpeedRadians));

                default:
                    return(rotationState * rotationSpeedRadians);
                }
            }
Esempio n. 5
0
            public Vector2 GetOffset(ref float offsetState)
            {
                if (OffsetAnimSpeed <= 0.0f)
                {
                    return(Offset);
                }
                switch (OffsetAnim)
                {
                case AnimationType.Sine:
                    offsetState = offsetState % (MathHelper.TwoPi / OffsetAnimSpeed);
                    return(Offset * (float)Math.Sin(offsetState * OffsetAnimSpeed));

                case AnimationType.Noise:
                    offsetState = offsetState % (1.0f / (OffsetAnimSpeed * 0.1f));

                    float t = offsetState * 0.1f * OffsetAnimSpeed;
                    return(new Vector2(
                               Offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f),
                               Offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f)));

                default:
                    return(Offset);
                }
            }
Esempio n. 6
0
        void UpdateDying(float deltaTime)
        {
            if (deathAnimDuration <= 0.0f)
            {
                return;
            }

            float noise        = (PerlinNoise.GetPerlin(WalkPos * 0.002f, WalkPos * 0.003f) - 0.5f) * 5.0f;
            float animStrength = (1.0f - deathAnimTimer / deathAnimDuration);

            Limb head = GetLimb(LimbType.Head);

            if (head != null && head.IsSevered)
            {
                return;
            }
            Limb tail = GetLimb(LimbType.Tail);

            if (head != null && !head.IsSevered)
            {
                head.body.ApplyTorque((float)(Math.Sqrt(head.Mass) * Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength);
            }
            if (tail != null && !tail.IsSevered)
            {
                tail.body.ApplyTorque((float)(Math.Sqrt(tail.Mass) * -Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength);
            }

            WalkPos += deltaTime * 10.0f * animStrength;

            Vector2 centerOfMass = GetCenterOfMass();

            foreach (Limb limb in Limbs)
            {
                if (limb.IsSevered)
                {
                    continue;
                }
#if CLIENT
                if (limb.LightSource != null)
                {
                    limb.LightSource.Color = Color.Lerp(limb.InitialLightSourceColor, Color.TransparentBlack, deathAnimTimer / deathAnimDuration);
                    if (limb.InitialLightSpriteAlpha.HasValue)
                    {
                        limb.LightSource.OverrideLightSpriteAlpha = MathHelper.Lerp(limb.InitialLightSpriteAlpha.Value, 0.0f, deathAnimTimer / deathAnimDuration);
                    }
                }
#endif
                if (limb.type == LimbType.Head || limb.type == LimbType.Tail || limb.IsSevered || !limb.body.Enabled)
                {
                    continue;
                }
                if (limb.Mass <= 0.0f)
                {
                    string errorMsg = "Creature death animation error: invalid limb mass on character \"" + character.SpeciesName + "\" (type: " + limb.type + ", mass: " + limb.Mass + ")";
                    DebugConsole.ThrowError(errorMsg);
                    GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidMass" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
                    deathAnimTimer = deathAnimDuration;
                    return;
                }

                Vector2 diff = (centerOfMass - limb.SimPosition);
                if (!MathUtils.IsValid(diff))
                {
                    string errorMsg = "Creature death animation error: invalid diff (center of mass: " + centerOfMass + ", limb position: " + limb.SimPosition + ")";
                    DebugConsole.ThrowError(errorMsg);
                    GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidDiff" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
                    deathAnimTimer = deathAnimDuration;
                    return;
                }

                limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
            }
        }
Esempio n. 7
0
        public void Draw(SpriteBatch spriteBatch, GUICustomComponent mapContainer)
        {
            Rectangle rect = mapContainer.Rect;

            Vector2 viewSize   = new Vector2(rect.Width / zoom, rect.Height / zoom);
            Vector2 edgeBuffer = rect.Size.ToVector2() / 2;

            DrawOffset.X = MathHelper.Clamp(DrawOffset.X, -Width - edgeBuffer.X + viewSize.X / 2.0f, edgeBuffer.X - viewSize.X / 2.0f);
            DrawOffset.Y = MathHelper.Clamp(DrawOffset.Y, -Height - edgeBuffer.Y + viewSize.Y / 2.0f, edgeBuffer.Y - viewSize.Y / 2.0f);

            drawOffsetNoise = new Vector2(
                (float)PerlinNoise.CalculatePerlin(Timing.TotalTime * 0.1f % 255, Timing.TotalTime * 0.1f % 255, 0) - 0.5f,
                (float)PerlinNoise.CalculatePerlin(Timing.TotalTime * 0.2f % 255, Timing.TotalTime * 0.2f % 255, 0.5f) - 0.5f) * 10.0f;

            Vector2 viewOffset = DrawOffset + drawOffsetNoise;

            Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);

            Rectangle prevScissorRect = GameMain.Instance.GraphicsDevice.ScissorRectangle;

            spriteBatch.End();
            spriteBatch.GraphicsDevice.ScissorRectangle = Rectangle.Intersect(prevScissorRect, rect);
            spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable);

            Vector2 topLeft     = rectCenter + viewOffset;
            Vector2 bottomRight = rectCenter + (viewOffset + new Vector2(Width, Height));
            Vector2 mapTileSize = mapTiles[0, 0].size * generationParams.MapTileScale;

            int startX = (int)Math.Floor(-topLeft.X / mapTileSize.X) - 1;
            int startY = (int)Math.Floor(-topLeft.Y / mapTileSize.Y) - 1;
            int endX   = (int)Math.Ceiling((-topLeft.X + rect.Width) / mapTileSize.X);
            int endY   = (int)Math.Ceiling((-topLeft.Y + rect.Height) / mapTileSize.Y);

            float noiseT = (float)(Timing.TotalTime * 0.01f);

            cameraNoiseStrength = (float)PerlinNoise.CalculatePerlin(noiseT, noiseT * 0.5f, noiseT * 0.2f);
            float noiseScale = (float)PerlinNoise.CalculatePerlin(noiseT * 5.0f, noiseT * 2.0f, 0) * 5.0f;

            for (int x = startX; x <= endX; x++)
            {
                for (int y = startY; y <= endY; y++)
                {
                    int     tileX   = Math.Abs(x) % mapTiles.GetLength(0);
                    int     tileY   = Math.Abs(y) % mapTiles.GetLength(1);
                    Vector2 tilePos = rectCenter + (viewOffset + new Vector2(x, y) * mapTileSize) * zoom;
                    mapTiles[tileX, tileY].Draw(spriteBatch, tilePos, Color.White, origin: Vector2.Zero, scale: generationParams.MapTileScale * zoom);

                    if (GameMain.DebugDraw)
                    {
                        continue;
                    }
                    if (!tileDiscovered[tileX, tileY] || x < 0 || y < 0 || x >= tileDiscovered.GetLength(0) || y >= tileDiscovered.GetLength(1))
                    {
                        generationParams.FogOfWarSprite?.Draw(spriteBatch, tilePos, Color.White * cameraNoiseStrength, origin: Vector2.Zero, scale: generationParams.MapTileScale * zoom);
                        noiseOverlay.DrawTiled(spriteBatch, tilePos, mapTileSize * zoom,
                                               startOffset: new Vector2(Rand.Range(0.0f, noiseOverlay.SourceRect.Width), Rand.Range(0.0f, noiseOverlay.SourceRect.Height)),
                                               color: Color.White * cameraNoiseStrength * 0.2f,
                                               textureScale: Vector2.One * noiseScale);
                    }
                }
            }

            if (GameMain.DebugDraw)
            {
                if (topLeft.X > rect.X)
                {
                    GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Y, (int)(topLeft.X - rect.X), rect.Height), Color.Black * 0.5f, true);
                }
                if (topLeft.Y > rect.Y)
                {
                    GUI.DrawRectangle(spriteBatch, new Rectangle((int)topLeft.X, rect.Y, (int)(bottomRight.X - topLeft.X), (int)(topLeft.Y - rect.Y)), Color.Black * 0.5f, true);
                }
                if (bottomRight.X < rect.Right)
                {
                    GUI.DrawRectangle(spriteBatch, new Rectangle((int)bottomRight.X, rect.Y, (int)(rect.Right - bottomRight.X), rect.Height), Color.Black * 0.5f, true);
                }
                if (bottomRight.Y < rect.Bottom)
                {
                    GUI.DrawRectangle(spriteBatch, new Rectangle((int)topLeft.X, (int)bottomRight.Y, (int)(bottomRight.X - topLeft.X), (int)(rect.Bottom - bottomRight.Y)), Color.Black * 0.5f, true);
                }
            }

            float rawNoiseScale = 1.0f + PerlinNoise.GetPerlin((int)(Timing.TotalTime * 1 - 1), (int)(Timing.TotalTime * 1 - 1));

            cameraNoiseStrength = PerlinNoise.GetPerlin((int)(Timing.TotalTime * 1 - 1), (int)(Timing.TotalTime * 1 - 1));

            noiseOverlay.DrawTiled(spriteBatch, rect.Location.ToVector2(), rect.Size.ToVector2(),
                                   startOffset: new Vector2(Rand.Range(0.0f, noiseOverlay.SourceRect.Width), Rand.Range(0.0f, noiseOverlay.SourceRect.Height)),
                                   color: Color.White * cameraNoiseStrength * 0.1f,
                                   textureScale: Vector2.One * rawNoiseScale);

            noiseOverlay.DrawTiled(spriteBatch, rect.Location.ToVector2(), rect.Size.ToVector2(),
                                   startOffset: new Vector2(Rand.Range(0.0f, noiseOverlay.SourceRect.Width), Rand.Range(0.0f, noiseOverlay.SourceRect.Height)),
                                   color: new Color(20, 20, 20, 50),
                                   textureScale: Vector2.One * rawNoiseScale * 2);

            noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight),
                                   startOffset: new Vector2(Rand.Range(0.0f, noiseOverlay.SourceRect.Width), Rand.Range(0.0f, noiseOverlay.SourceRect.Height)),
                                   color: Color.White * cameraNoiseStrength * 0.1f,
                                   textureScale: Vector2.One * noiseScale);

            Pair <Rectangle, string> tooltip = null;

            if (generationParams.ShowLocations)
            {
                foreach (LocationConnection connection in Connections)
                {
                    if (IsInFogOfWar(connection.Locations[0]) && IsInFogOfWar(connection.Locations[1]))
                    {
                        continue;
                    }
                    DrawConnection(spriteBatch, connection, rect, viewOffset);
                }

                for (int i = 0; i < Locations.Count; i++)
                {
                    Location location = Locations[i];
                    if (IsInFogOfWar(location))
                    {
                        continue;
                    }
                    Vector2 pos = rectCenter + (location.MapPosition + viewOffset) * zoom;

                    Rectangle drawRect = location.Type.Sprite.SourceRect;
                    drawRect.X = (int)pos.X - drawRect.Width / 2;
                    drawRect.Y = (int)pos.Y - drawRect.Width / 2;

                    if (!rect.Intersects(drawRect))
                    {
                        continue;
                    }

                    if (location == CurrentDisplayLocation)
                    {
                        generationParams.CurrentLocationIndicator.Draw(spriteBatch,
                                                                       rectCenter + (currLocationIndicatorPos + viewOffset) * zoom,
                                                                       generationParams.IndicatorColor,
                                                                       generationParams.CurrentLocationIndicator.Origin, 0, Vector2.One * (generationParams.LocationIconSize / generationParams.CurrentLocationIndicator.size.X) * 1.7f * zoom);
                    }

                    if (location == SelectedLocation)
                    {
                        generationParams.SelectedLocationIndicator.Draw(spriteBatch,
                                                                        rectCenter + (location.MapPosition + viewOffset) * zoom,
                                                                        generationParams.IndicatorColor,
                                                                        generationParams.SelectedLocationIndicator.Origin, 0, Vector2.One * (generationParams.LocationIconSize / generationParams.SelectedLocationIndicator.size.X) * 1.7f * zoom);
                    }

                    Color color = location.Type.SpriteColor;
                    if (!location.Discovered)
                    {
                        color = Color.White;
                    }
                    if (location.Connections.Find(c => c.Locations.Contains(CurrentDisplayLocation)) == null)
                    {
                        color *= 0.5f;
                    }

                    float iconScale = location == CurrentDisplayLocation ? 1.2f : 1.0f;
                    if (location == HighlightedLocation)
                    {
                        iconScale *= 1.2f;
                    }

                    location.Type.Sprite.Draw(spriteBatch, pos, color,
                                              scale: generationParams.LocationIconSize / location.Type.Sprite.size.X * iconScale * zoom);
                    if (location.TypeChangeTimer <= 0 && !string.IsNullOrEmpty(location.LastTypeChangeMessage) && generationParams.TypeChangeIcon != null)
                    {
                        Vector2 typeChangeIconPos   = pos + new Vector2(1.35f, -0.35f) * generationParams.LocationIconSize * 0.5f * zoom;
                        float   typeChangeIconScale = 18.0f / generationParams.TypeChangeIcon.SourceRect.Width;
                        generationParams.TypeChangeIcon.Draw(spriteBatch, typeChangeIconPos, GUI.Style.Red, scale: typeChangeIconScale * zoom);
                        if (Vector2.Distance(PlayerInput.MousePosition, typeChangeIconPos) < generationParams.TypeChangeIcon.SourceRect.Width * zoom)
                        {
                            tooltip = new Pair <Rectangle, string>(
                                new Rectangle(typeChangeIconPos.ToPoint(), new Point(30)),
                                location.LastTypeChangeMessage);
                        }
                    }
                    if (location != CurrentLocation && CurrentLocation.AvailableMissions.Any(m => m.Locations.Contains(location)) && generationParams.MissionIcon != null)
                    {
                        Vector2 missionIconPos   = pos + new Vector2(1.35f, 0.35f) * generationParams.LocationIconSize * 0.5f * zoom;
                        float   missionIconScale = 18.0f / generationParams.MissionIcon.SourceRect.Width;
                        generationParams.MissionIcon.Draw(spriteBatch, missionIconPos, generationParams.IndicatorColor, scale: missionIconScale * zoom);
                        if (Vector2.Distance(PlayerInput.MousePosition, missionIconPos) < generationParams.MissionIcon.SourceRect.Width * zoom)
                        {
                            var availableMissions = CurrentLocation.AvailableMissions.Where(m => m.Locations.Contains(location));
                            tooltip = new Pair <Rectangle, string>(
                                new Rectangle(missionIconPos.ToPoint(), new Point(30)),
                                TextManager.Get("mission") + '\n' + string.Join('\n', availableMissions.Select(m => "- " + m.Name)));
                        }
                    }

                    if (GameMain.DebugDraw && location == HighlightedLocation && (!location.Discovered || !location.Type.HasOutpost))
                    {
                        if (location.Reputation != null)
                        {
                            Vector2 dPos = pos;
                            dPos.Y += 48;
                            string  name     = $"Reputation: {location.Name}";
                            Vector2 nameSize = GUI.SmallFont.MeasureString(name);
                            GUI.DrawString(spriteBatch, dPos, name, Color.White, Color.Black * 0.8f, 4, font: GUI.SmallFont);
                            dPos.Y += nameSize.Y + 16;

                            Rectangle bgRect = new Rectangle((int)dPos.X, (int)dPos.Y, 256, 32);
                            bgRect.Inflate(8, 8);
                            Color barColor = ToolBox.GradientLerp(location.Reputation.NormalizedValue, Color.Red, Color.Yellow, Color.LightGreen);
                            GUI.DrawRectangle(spriteBatch, bgRect, Color.Black * 0.8f, isFilled: true);
                            GUI.DrawRectangle(spriteBatch, new Rectangle((int)dPos.X, (int)dPos.Y, (int)(location.Reputation.NormalizedValue * 255), 32), barColor, isFilled: true);
                            string  reputationValue = ((int)location.Reputation.Value).ToString();
                            Vector2 repValueSize    = GUI.SubHeadingFont.MeasureString(reputationValue);
                            GUI.DrawString(spriteBatch, dPos + (new Vector2(256, 32) / 2) - (repValueSize / 2), reputationValue, Color.White, Color.Black, font: GUI.SubHeadingFont);
                            GUI.DrawRectangle(spriteBatch, new Rectangle((int)dPos.X, (int)dPos.Y, 256, 32), Color.White);
                        }
                    }
                }
            }

            DrawDecorativeHUD(spriteBatch, rect);

            if (HighlightedLocation != null)
            {
                Vector2 pos = rectCenter + (HighlightedLocation.MapPosition + viewOffset) * zoom;
                pos.X += 50 * zoom;
                Vector2 nameSize = GUI.LargeFont.MeasureString(HighlightedLocation.Name);
                Vector2 typeSize = GUI.Font.MeasureString(HighlightedLocation.Type.Name);
                Vector2 size = new Vector2(Math.Max(nameSize.X, typeSize.X), nameSize.Y + typeSize.Y);
                bool    showReputation = HighlightedLocation.Discovered && HighlightedLocation.Type.HasOutpost && HighlightedLocation.Reputation != null;
                string  repLabelText = null, repValueText = null;
                Vector2 repLabelSize = Vector2.Zero, repBarSize = Vector2.Zero;
                if (showReputation)
                {
                    repLabelText = TextManager.Get("reputation");
                    repLabelSize = GUI.Font.MeasureString(repLabelText);
                    size.X       = Math.Max(size.X, repLabelSize.X);
                    repBarSize   = new Vector2(Math.Max(0.75f * size.X, 100), repLabelSize.Y);
                    size.X       = Math.Max(size.X, (4.0f / 3.0f) * repBarSize.X);
                    size.Y      += 2 * repLabelSize.Y + 4 + repBarSize.Y;
                    repValueText = ((int)HighlightedLocation.Reputation.Value).ToString();
                }
                GUI.Style.GetComponentStyle("OuterGlow").Sprites[GUIComponent.ComponentState.None][0].Draw(
                    spriteBatch, new Rectangle((int)(pos.X - 60 * GUI.Scale), (int)(pos.Y - size.Y), (int)(size.X + 120 * GUI.Scale), (int)(size.Y * 2.2f)), Color.Black * hudVisibility);
                var topLeftPos = pos - new Vector2(0.0f, size.Y / 2);
                GUI.DrawString(spriteBatch, topLeftPos, HighlightedLocation.Name, GUI.Style.TextColor * hudVisibility * 1.5f, font: GUI.LargeFont);
                topLeftPos += new Vector2(0.0f, nameSize.Y);
                GUI.DrawString(spriteBatch, topLeftPos, HighlightedLocation.Type.Name, GUI.Style.TextColor * hudVisibility * 1.5f);
                if (showReputation)
                {
                    topLeftPos += new Vector2(0.0f, typeSize.Y + repLabelSize.Y);
                    GUI.DrawString(spriteBatch, topLeftPos, repLabelText, GUI.Style.TextColor * hudVisibility * 1.5f);
                    topLeftPos += new Vector2(0.0f, repLabelSize.Y + 4);
                    Rectangle repBarRect = new Rectangle(new Point((int)topLeftPos.X, (int)topLeftPos.Y), new Point((int)repBarSize.X, (int)repBarSize.Y));
                    RoundSummary.DrawReputationBar(spriteBatch, repBarRect, HighlightedLocation.Reputation.NormalizedValue);
                    GUI.DrawString(spriteBatch, new Vector2(repBarRect.Right + 4, repBarRect.Top), repValueText, GUI.Style.TextColor);
                }
            }
            if (tooltip != null)
            {
                GUIComponent.DrawToolTip(spriteBatch, tooltip.Second, tooltip.First);
            }
            spriteBatch.End();
            GameMain.Instance.GraphicsDevice.ScissorRectangle = prevScissorRect;
            spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable);
        }
        void UpdateDying(float deltaTime)
        {
            if (deathAnimDuration <= 0.0f)
            {
                return;
            }

            float noise        = (PerlinNoise.GetPerlin(WalkPos * 0.002f, WalkPos * 0.003f) - 0.5f) * 5.0f;
            float animStrength = (1.0f - deathAnimTimer / deathAnimDuration);

            Limb baseLimb = GetLimb(LimbType.Head);

            //if head is the main limb, it technically can't be severed - the rest of the limbs are considered severed if the head gets cut off
            if (baseLimb == MainLimb)
            {
                int connectedToHeadCount = GetConnectedLimbs(baseLimb).Count;
                //if there's nothing connected to the head, don't make it wiggle by itself
                if (connectedToHeadCount == 1)
                {
                    baseLimb = null;
                }
                Limb torso = GetLimb(LimbType.Torso, excludeSevered: false);
                if (torso != null)
                {
                    //if there are more limbs connected to the torso than to the head, make the torso wiggle instead
                    int connectedToTorsoCount = GetConnectedLimbs(torso).Count;
                    if (connectedToTorsoCount > connectedToHeadCount)
                    {
                        baseLimb = torso;
                    }
                }
            }
            else if (baseLimb == null)
            {
                baseLimb = GetLimb(LimbType.Torso, excludeSevered: true);
                if (baseLimb == null)
                {
                    return;
                }
            }

            var connectedToBaseLimb = GetConnectedLimbs(baseLimb);

            Limb tail = GetLimb(LimbType.Tail);

            if (baseLimb != null)
            {
                baseLimb.body.ApplyTorque((float)(Math.Sqrt(baseLimb.Mass) * Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength);
            }
            if (tail != null && connectedToBaseLimb.Contains(tail))
            {
                tail.body.ApplyTorque((float)(Math.Sqrt(tail.Mass) * -Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength);
            }

            WalkPos += deltaTime * 10.0f * animStrength;

            Vector2 centerOfMass = GetCenterOfMass();

            foreach (Limb limb in Limbs)
            {
                if (!connectedToBaseLimb.Contains(limb))
                {
                    continue;
                }
#if CLIENT
                if (limb.LightSource != null)
                {
                    limb.LightSource.Color = Color.Lerp(limb.InitialLightSourceColor, Color.TransparentBlack, deathAnimTimer / deathAnimDuration);
                    if (limb.InitialLightSpriteAlpha.HasValue)
                    {
                        limb.LightSource.OverrideLightSpriteAlpha = MathHelper.Lerp(limb.InitialLightSpriteAlpha.Value, 0.0f, deathAnimTimer / deathAnimDuration);
                    }
                }
#endif
                if (limb.type == LimbType.Head || limb.type == LimbType.Tail || limb.IsSevered || !limb.body.Enabled)
                {
                    continue;
                }
                if (limb.Mass <= 0.0f)
                {
                    string errorMsg = "Creature death animation error: invalid limb mass on character \"" + character.SpeciesName + "\" (type: " + limb.type + ", mass: " + limb.Mass + ")";
                    DebugConsole.ThrowError(errorMsg);
                    GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidMass" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
                    deathAnimTimer = deathAnimDuration;
                    return;
                }

                Vector2 diff = (centerOfMass - limb.SimPosition);
                if (!MathUtils.IsValid(diff))
                {
                    string errorMsg = "Creature death animation error: invalid diff (center of mass: " + centerOfMass + ", limb position: " + limb.SimPosition + ")";
                    DebugConsole.ThrowError(errorMsg);
                    GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidDiff" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
                    deathAnimTimer = deathAnimDuration;
                    return;
                }

                limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
            }
        }
Esempio n. 9
0
        public void Update(float deltaTime)
        {
            position += new Vector2(velocity.X, velocity.Y) * deltaTime;
            depth     = MathHelper.Clamp(depth + velocity.Z * deltaTime, Prefab.MinDepth, Prefab.MaxDepth * 10);

            if (Prefab.FlashInterval > 0.0f)
            {
                flashTimer -= deltaTime;
                if (flashTimer > 0.0f)
                {
                    alpha = 0.0f;
                }
                else
                {
                    //value goes from 0 to 1 and back to 0 during the flash
                    alpha = (float)Math.Sin(-flashTimer / Prefab.FlashDuration * MathHelper.Pi) * PerlinNoise.GetPerlin((float)Timing.TotalTime * 0.1f, (float)Timing.TotalTime * 0.2f);
                    if (flashTimer < -Prefab.FlashDuration)
                    {
                        flashTimer = Prefab.FlashInterval;
                    }
                }
            }

            checkWallsTimer -= deltaTime;
            if (checkWallsTimer <= 0.0f && Level.Loaded != null)
            {
                checkWallsTimer = CheckWallsInterval;

                obstacleDiff = Vector2.Zero;
                if (position.Y > Level.Loaded.Size.Y)
                {
                    obstacleDiff = Vector2.UnitY;
                }
                else if (position.Y < 0.0f)
                {
                    obstacleDiff = -Vector2.UnitY;
                }
                else if (position.X < 0.0f)
                {
                    obstacleDiff = Vector2.UnitX;
                }
                else if (position.X > Level.Loaded.Size.X)
                {
                    obstacleDiff = -Vector2.UnitX;
                }
                else
                {
                    var cells = Level.Loaded.GetCells(position, 1);
                    if (cells.Count > 0)
                    {
                        int cellCount = 0;
                        foreach (Voronoi2.VoronoiCell cell in cells)
                        {
                            Vector2 diff = cell.Center - position;
                            if (diff.LengthSquared() > 5000.0f * 5000.0f)
                            {
                                continue;
                            }
                            obstacleDiff += diff;
                            cellCount++;
                        }
                        if (cellCount > 0)
                        {
                            obstacleDiff /= cellCount;
                            obstacleDist  = obstacleDiff.Length();
                            obstacleDiff  = Vector2.Normalize(obstacleDiff);
                        }
                    }
                }
            }

            if (Swarm != null)
            {
                Vector2 midPoint     = Swarm.MidPoint();
                float   midPointDist = Vector2.Distance(SimPosition, midPoint) * 100.0f;
                if (midPointDist > Swarm.MaxDistance)
                {
                    steeringManager.SteeringSeek(midPoint, ((midPointDist / Swarm.MaxDistance) - 1.0f) * Prefab.Speed);
                }
                steeringManager.SteeringManual(deltaTime, Swarm.AvgVelocity() * Swarm.Cohesion);
            }

            if (Prefab.WanderAmount > 0.0f)
            {
                steeringManager.SteeringWander(Prefab.Speed);
            }

            if (obstacleDiff != Vector2.Zero)
            {
                steeringManager.SteeringManual(deltaTime, -obstacleDiff * (1.0f - obstacleDist / 5000.0f) * Prefab.Speed);
            }

            steeringManager.Update(Prefab.Speed);

            if (Prefab.WanderZAmount > 0.0f)
            {
                wanderZPhase += Rand.Range(-Prefab.WanderZAmount, Prefab.WanderZAmount);
                velocity.Z    = (float)Math.Sin(wanderZPhase) * Prefab.Speed;
            }

            velocity = Vector3.Lerp(velocity, new Vector3(Steering.X, Steering.Y, velocity.Z), deltaTime);

            UpdateDeformations(deltaTime);
        }