示例#1
0
        public void DebugDrawHUD(SpriteBatch spriteBatch, int y)
        {
            GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + eventCoolDown, Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)(currentIntensity * 100), Color.Lerp(Color.White, Color.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)(targetIntensity * 100), Color.Lerp(Color.White, Color.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);

            GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)(avgCrewHealth * 100), Color.Lerp(Color.Red, Color.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)(avgHullIntegrity * 100), Color.Lerp(Color.Red, Color.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)(floodingAmount * 100), Color.Lerp(Color.Green, Color.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)(fireAmount * 100), Color.Lerp(Color.Green, Color.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)(enemyDanger * 100), Color.Lerp(Color.Green, Color.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);

#if DEBUG
            if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
                PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.T))
            {
                eventCoolDown = 1.0f;
            }
#endif

            if (intensityGraph == null)
            {
                intensityGraph       = new Graph();
                targetIntensityGraph = new Graph();
            }

            intensityGraphUpdateInterval = 5.0f;
            if (Timing.TotalTime > lastIntensityUpdate + intensityGraphUpdateInterval)
            {
                intensityGraph.Update(currentIntensity);
                targetIntensityGraph.Update(targetIntensity);
                lastIntensityUpdate = (float)Timing.TotalTime;
            }

            Rectangle graphRect = new Rectangle(15, y + 150, 150, 50);

            GUI.DrawRectangle(spriteBatch, graphRect, Color.Black * 0.5f, true);
            intensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, Color.Red, currentIntensity));
            targetIntensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, Color.Red, targetIntensity) * 0.5f);

            GUI.DrawLine(spriteBatch,
                         new Vector2(graphRect.Right, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)),
                         new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);

            y = graphRect.Bottom + 20;
            foreach (ScriptedEventSet eventSet in selectedEventSets)
            {
                GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
                               "- new event after " + (int)(eventSet.MinDistanceTraveled * 100.0f) + "% or " + (int)(eventSet.MinMissionTime / 60.0f) + "min passed",
                               Color.White * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
        }
        public void DebugDrawHUD(SpriteBatch spriteBatch, int y)
        {
            foreach (ScriptedEvent scriptedEvent in activeEvents.Where(ev => !ev.IsFinished && ev is ScriptedEvent).Cast <ScriptedEvent>())
            {
                DrawEventTargetTags(spriteBatch, scriptedEvent);
            }

            GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + (int)Math.Max(eventCoolDown, 0), Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)Math.Round(currentIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)Math.Round(targetIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);

            GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)Math.Round(avgCrewHealth * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)Math.Round(avgHullIntegrity * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)Math.Round(floodingAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)Math.Round(fireAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)Math.Round(enemyDanger * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);

#if DEBUG
            if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
                PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.T))
            {
                eventCoolDown = 1.0f;
            }
#endif

            if (intensityGraph == null)
            {
                intensityGraph       = new Graph();
                targetIntensityGraph = new Graph();
            }

            intensityGraphUpdateInterval = 5.0f;
            if (Timing.TotalTime > lastIntensityUpdate + intensityGraphUpdateInterval)
            {
                intensityGraph.Update(currentIntensity);
                targetIntensityGraph.Update(targetIntensity);
                lastIntensityUpdate = (float)Timing.TotalTime;
            }

            Rectangle graphRect = new Rectangle(15, y + 150, 150, 50);

            GUI.DrawRectangle(spriteBatch, graphRect, Color.Black * 0.5f, true);
            intensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, currentIntensity));
            targetIntensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, targetIntensity) * 0.5f);

            GUI.DrawLine(spriteBatch,
                         new Vector2(graphRect.Right, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)),
                         new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);

            y = graphRect.Bottom + 20;
            int x = graphRect.X;
            if (isCrewAway && crewAwayDuration < settings.FreezeDurationWhenCrewAway)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y), "Events frozen (crew away from sub): " + ToolBox.SecondsToReadableTime(settings.FreezeDurationWhenCrewAway - crewAwayDuration), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (crewAwayResetTimer > 0.0f)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y), "Events frozen (crew just returned to the sub): " + ToolBox.SecondsToReadableTime(crewAwayResetTimer), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (eventCoolDown > 0.0f)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y), "Event cooldown active: " + ToolBox.SecondsToReadableTime(eventCoolDown), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (currentIntensity > eventThreshold)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y),
                               "Intensity too high for new events: " + (int)(currentIntensity * 100) + "%/" + (int)(eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }

            foreach (EventSet eventSet in pendingEventSets)
            {
                if (Submarine.MainSub == null)
                {
                    break;
                }

                GUI.DrawString(spriteBatch, new Vector2(x, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                y += 12;

                if (eventSet.PerCave)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y), "    submarine near cave", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (eventSet.PerWreck)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y), "    submarine near the wreck", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (eventSet.PerRuin)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y), "    submarine near the ruins", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (roundDuration < eventSet.MinMissionTime)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y),
                                   "    " + (int)(eventSet.MinDistanceTraveled * 100.0f) + "% travelled (current: " + (int)(distanceTraveled * 100.0f) + " %)",
                                   ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) ? Color.Lerp(GUI.Style.Yellow, GUI.Style.Red, eventSet.MinDistanceTraveled - distanceTraveled) : GUI.Style.Green) * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }

                if (CurrentIntensity < eventSet.MinIntensity || CurrentIntensity > eventSet.MaxIntensity)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y),
                                   "    intensity between " + ((int)eventSet.MinIntensity) + " and " + ((int)eventSet.MaxIntensity),
                                   Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }

                if (roundDuration < eventSet.MinMissionTime)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y),
                                   "    " + (int)(eventSet.MinMissionTime - roundDuration) + " s",
                                   Color.Lerp(GUI.Style.Yellow, GUI.Style.Red, (eventSet.MinMissionTime - roundDuration)), null, 0, GUI.SmallFont);
                }

                y += 15;

                if (y > GameMain.GraphicsHeight * 0.9f)
                {
                    y  = graphRect.Bottom + 35;
                    x += 250;
                }
            }

            GUI.DrawString(spriteBatch, new Vector2(x, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
            y += 15;

            foreach (Event ev in activeEvents.Where(ev => !ev.IsFinished || PlayerInput.IsShiftDown()))
            {
                GUI.DrawString(spriteBatch, new Vector2(x + 5, y), ev.ToString(), (!ev.IsFinished ? Color.White : Color.Red) * 0.8f, null, 0, GUI.SmallFont);

                Rectangle rect = new Rectangle(new Point(x + 5, y), GUI.SmallFont.MeasureString(ev.ToString()).ToPoint());

                Rectangle outlineRect = new Rectangle(rect.Location, rect.Size);
                outlineRect.Inflate(4, 4);

                if (PinnedEvent == ev)
                {
                    GUI.DrawRectangle(spriteBatch, outlineRect, Color.White);
                }

                if (rect.Contains(PlayerInput.MousePosition))
                {
                    GUI.MouseCursor = CursorState.Hand;
                    GUI.DrawRectangle(spriteBatch, outlineRect, Color.White);

                    if (ev != PinnedEvent)
                    {
                        DrawEvent(spriteBatch, ev, rect);
                    }
                    else if (PlayerInput.SecondaryMouseButtonHeld() || PlayerInput.SecondaryMouseButtonDown())
                    {
                        PinnedEvent = null;
                    }

                    if (PlayerInput.PrimaryMouseButtonHeld() || PlayerInput.PrimaryMouseButtonDown())
                    {
                        PinnedEvent = ev;
                    }
                }

                y += 18;
                if (y > GameMain.GraphicsHeight * 0.9f)
                {
                    y  = graphRect.Bottom + 35;
                    x += 250;
                }
            }
        }
示例#3
0
        public void DebugDrawHUD(SpriteBatch spriteBatch, int y)
        {
            GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + eventCoolDown, Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)Math.Round(currentIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)Math.Round(targetIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);

            GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)Math.Round(avgCrewHealth * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)Math.Round(avgHullIntegrity * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)Math.Round(floodingAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)Math.Round(fireAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)Math.Round(enemyDanger * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);

#if DEBUG
            if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
                PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.T))
            {
                eventCoolDown = 1.0f;
            }
#endif

            if (intensityGraph == null)
            {
                intensityGraph       = new Graph();
                targetIntensityGraph = new Graph();
            }

            intensityGraphUpdateInterval = 5.0f;
            if (Timing.TotalTime > lastIntensityUpdate + intensityGraphUpdateInterval)
            {
                intensityGraph.Update(currentIntensity);
                targetIntensityGraph.Update(targetIntensity);
                lastIntensityUpdate = (float)Timing.TotalTime;
            }

            Rectangle graphRect = new Rectangle(15, y + 150, 150, 50);

            GUI.DrawRectangle(spriteBatch, graphRect, Color.Black * 0.5f, true);
            intensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, currentIntensity));
            targetIntensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, targetIntensity) * 0.5f);

            GUI.DrawLine(spriteBatch,
                         new Vector2(graphRect.Right, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)),
                         new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);

            y = graphRect.Bottom + 20;
            if (eventCoolDown > 0.0f)
            {
                GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Event cooldown active: " + (int)eventCoolDown, Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (currentIntensity > eventThreshold)
            {
                GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
                               "Intensity too high for new events: " + (int)(currentIntensity * 100) + "%/" + (int)(eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            foreach (ScriptedEventSet eventSet in pendingEventSets)
            {
                GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                y += 12;

                if ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) &&
                    roundDuration < eventSet.MinMissionTime)
                {
                    GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
                                   "    " + (int)(eventSet.MinDistanceTraveled * 100.0f) + "% travelled (current: " + (int)(distanceTraveled * 100.0f) + " %)",
                                   Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (CurrentIntensity < eventSet.MinIntensity || CurrentIntensity > eventSet.MaxIntensity)
                {
                    GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
                                   "    intensity between " + ((int)eventSet.MinIntensity) + " and " + ((int)eventSet.MaxIntensity),
                                   Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (roundDuration < eventSet.MinMissionTime)
                {
                    GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
                                   "    " + (int)(eventSet.MinMissionTime - roundDuration) + " s",
                                   Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                }

                y += 15;
            }


            GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
            y += 12;
            foreach (ScriptedEvent scriptedEvent in activeEvents)
            {
                if (scriptedEvent.IsFinished)
                {
                    continue;
                }
                GUI.DrawString(spriteBatch, new Vector2(graphRect.X + 5, y), scriptedEvent.ToString(), Color.White * 0.8f, null, 0, GUI.SmallFont);
                y += 12;
            }
        }