public void UpdateWearableTypesToHide() { wearableTypeHidingSprites.Clear(); if (WearingItems != null && WearingItems.Count > 0) { wearableTypeHidingSprites.AddRange( WearingItems.FindAll(w => w.HideWearablesOfType != null && w.HideWearablesOfType.Count > 0)); } if (OtherWearables != null && OtherWearables.Count > 0) { wearableTypeHidingSprites.AddRange( OtherWearables.FindAll(w => w.HideWearablesOfType != null && w.HideWearablesOfType.Count > 0)); } wearableTypesToHide.Clear(); if (wearableTypeHidingSprites.Count > 0) { foreach (WearableSprite sprite in wearableTypeHidingSprites) { foreach (WearableType type in sprite.HideWearablesOfType) { if (!wearableTypesToHide.Contains(type)) { wearableTypesToHide.Add(type); } } } } }
public void Draw(SpriteBatch spriteBatch) { float brightness = 1.0f - (burnt / 100.0f) * 0.5f; Color color = new Color(brightness, brightness, brightness); if (isSevered) { if (severedFadeOutTimer > SeveredFadeOutTime) { return; } else if (severedFadeOutTimer > SeveredFadeOutTime - 1.0f) { color *= SeveredFadeOutTime - severedFadeOutTimer; } } body.Dir = Dir; bool hideLimb = WearingItems.Any(w => w != null && w.HideLimb); if (!hideLimb) { body.Draw(spriteBatch, sprite, color, null, Scale); } else { body.UpdateDrawPosition(); } if (LightSource != null) { LightSource.Position = body.DrawPosition; LightSource.LightSpriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipVertically; } foreach (WearableSprite wearable in WearingItems) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; Vector2 origin = wearable.Sprite.Origin; if (body.Dir == -1.0f) { origin.X = wearable.Sprite.SourceRect.Width - origin.X; } float depth = wearable.Sprite.Depth; if (wearable.InheritLimbDepth) { depth = sprite.Depth - 0.000001f; if (wearable.DepthLimb != LimbType.None) { Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb); if (depthLimb != null) { depth = depthLimb.sprite.Depth - 0.000001f; } } } wearable.Sprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color, origin, -body.DrawRotation, Scale, spriteEffect, depth); } if (damage > 0.0f && damagedSprite != null && !hideLimb) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; float depth = sprite.Depth - 0.0000015f; damagedSprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin, -body.DrawRotation, 1.0f, spriteEffect, depth); } if (!GameMain.DebugDraw) { return; } if (pullJoint != null) { Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true); } }