Gas tile overlay rejig (#9619)
This commit is contained in:
@@ -1,264 +1,70 @@
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using Content.Client.Atmos.Overlays;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.Utility;
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using Robust.Shared.Utility;
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namespace Content.Client.Atmos.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly SpriteSystem _spriteSys = default!;
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// Gas overlays
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public readonly float[] Timer = new float[Atmospherics.TotalNumberOfGases];
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public readonly float[][] FrameDelays = new float[Atmospherics.TotalNumberOfGases][];
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public readonly int[] FrameCounter = new int[Atmospherics.TotalNumberOfGases];
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public readonly Texture[][] Frames = new Texture[Atmospherics.TotalNumberOfGases][];
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// Fire overlays
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public const int FireStates = 3;
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public const string FireRsiPath = "/Textures/Effects/fire.rsi";
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public readonly float[] FireTimer = new float[FireStates];
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public readonly float[][] FireFrameDelays = new float[FireStates][];
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public readonly int[] FireFrameCounter = new int[FireStates];
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public readonly Texture[][] FireFrames = new Texture[FireStates][];
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private readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
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new();
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public const int GasOverlayZIndex = 1;
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private GasTileOverlay _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<GasOverlayMessage>(HandleGasOverlayMessage);
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SubscribeNetworkEvent<GasOverlayUpdateEvent>(HandleGasOverlayUpdate);
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var overlay = _atmosphereSystem.GetOverlay(i);
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switch (overlay)
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{
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case SpriteSpecifier.Rsi animated:
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var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
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var stateId = animated.RsiState;
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if(!rsi.TryGetState(stateId, out var state)) continue;
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Frames[i] = state.GetFrames(RSI.State.Direction.South);
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FrameDelays[i] = state.GetDelays();
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FrameCounter[i] = 0;
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break;
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case SpriteSpecifier.Texture texture:
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Frames[i] = new[] {texture.Frame0()};
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FrameDelays[i] = Array.Empty<float>();
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break;
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case null:
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Frames[i] = Array.Empty<Texture>();
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FrameDelays[i] = Array.Empty<float>();
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break;
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}
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}
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var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
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for (var i = 0; i < FireStates; i++)
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{
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if (!fire.TryGetState((i+1).ToString(), out var state))
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throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
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FireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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FireFrameDelays[i] = state.GetDelays();
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FireFrameCounter[i] = 0;
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}
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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overlayManager.AddOverlay(new GasTileOverlay());
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overlayManager.AddOverlay(new FireTileOverlay());
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_overlay = new GasTileOverlay(this, _resourceCache, ProtoMan, _spriteSys);
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_overlayMan.AddOverlay(_overlay);
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}
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private void HandleGasOverlayMessage(GasOverlayMessage message)
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public override void Reset(RoundRestartCleanupEvent ev)
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{
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foreach (var (indices, data) in message.OverlayData)
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{
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var chunk = GetOrCreateChunk(message.GridId, indices);
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chunk.Update(data, indices);
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}
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}
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// Slightly different to the server-side system version
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private GasOverlayChunk GetOrCreateChunk(EntityUid gridId, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridId, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_tileData[gridId] = chunks;
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}
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var chunkIndices = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GasOverlayChunk(gridId, chunkIndices);
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chunks[chunkIndices] = chunk;
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}
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return chunk;
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_overlay.TileData.Clear();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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overlayManager.RemoveOverlay<GasTileOverlay>();
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overlayManager.RemoveOverlay<FireTileOverlay>();
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_overlayMan.RemoveOverlay(_overlay);
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}
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private void HandleGasOverlayUpdate(GasOverlayUpdateEvent ev)
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{
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foreach (var (grid, removedIndicies) in ev.RemovedChunks)
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{
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if (!_overlay.TileData.TryGetValue(grid, out var chunks))
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continue;
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foreach (var index in removedIndicies)
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{
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chunks.Remove(index);
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}
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}
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foreach (var (grid, gridData) in ev.UpdatedChunks)
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{
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var chunks = _overlay.TileData.GetOrNew(grid);
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foreach (var chunkData in gridData)
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{
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chunks[chunkData.Index] = chunkData;
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}
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}
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}
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private void OnGridRemoved(GridRemovalEvent ev)
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{
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_tileData.Remove(ev.EntityUid);
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}
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public bool HasData(EntityUid gridId)
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{
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return _tileData.ContainsKey(gridId);
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}
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public GasOverlayEnumerator GetOverlays(EntityUid gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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return default;
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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return default;
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var overlays = chunk.GetData(indices);
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return new GasOverlayEnumerator(overlays, this);
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}
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public FireOverlayEnumerator GetFireOverlays(EntityUid gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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return default;
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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return default;
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var overlays = chunk.GetData(indices);
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return new FireOverlayEnumerator(overlays, this);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var delays = FrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = FrameCounter[i];
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Timer[i] += frameTime;
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var time = delays[frameCount];
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if (Timer[i] < time)
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continue;
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Timer[i] -= time;
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FrameCounter[i] = (frameCount + 1) % Frames[i].Length;
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}
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for (var i = 0; i < FireStates; i++)
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{
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var delays = FireFrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = FireFrameCounter[i];
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FireTimer[i] += frameTime;
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var time = delays[frameCount];
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if (FireTimer[i] < time) continue;
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FireTimer[i] -= time;
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FireFrameCounter[i] = (frameCount + 1) % FireFrames[i].Length;
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}
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}
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public struct GasOverlayEnumerator
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{
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private readonly GasTileOverlaySystem _system;
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private readonly GasData[]? _data;
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// TODO: Take Fire Temperature into account, when we code fire color
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private readonly int _length; // We cache the length so we can avoid a pointer dereference, for speed. Brrr.
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private int _current;
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public GasOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
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{
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// Gas can't be null, as the caller to this constructor already ensured it wasn't.
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_data = data.Gas;
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_system = system;
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_length = _data?.Length ?? 0;
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_current = 0;
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}
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public bool MoveNext(out (Texture Texture, Color Color) overlay)
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{
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if (_current < _length)
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{
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// Data can't be null here unless length/current are incorrect
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var gas = _data![_current++];
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var frames = _system.Frames[gas.Index];
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overlay = (frames[_system.FrameCounter[gas.Index]], Color.White.WithAlpha(gas.Opacity));
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return true;
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}
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overlay = default;
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return false;
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}
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}
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public struct FireOverlayEnumerator
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{
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private readonly GasTileOverlaySystem _system;
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private byte _fireState;
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// TODO: Take Fire Temperature into account, when we code fire color
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public FireOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
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{
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_fireState = data.FireState;
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_system = system;
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}
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public bool MoveNext(out (Texture Texture, Color Color) overlay)
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{
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if (_fireState != 0)
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{
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var state = _fireState - 1;
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var frames = _system.FireFrames[state];
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// TODO ATMOS Set color depending on temperature
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overlay = (frames[_system.FireFrameCounter[state]], Color.White);
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// Setting this to zero so we don't get stuck in an infinite loop.
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_fireState = 0;
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return true;
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}
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overlay = default;
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return false;
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}
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_overlay.TileData.Remove(ev.EntityUid);
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}
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}
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}
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@@ -1,57 +0,0 @@
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using Content.Client.Atmos.EntitySystems;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Map;
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namespace Content.Client.Atmos.Overlays
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{
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public sealed class FireTileOverlay : Overlay
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{
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private readonly GasTileOverlaySystem _gasTileOverlaySystem;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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private readonly ShaderInstance _shader;
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public FireTileOverlay()
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{
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IoCManager.InjectDependencies(this);
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_gasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
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_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance().Duplicate();
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ZIndex = GasTileOverlaySystem.GasOverlayZIndex + 1;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var drawHandle = args.WorldHandle;
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var mapId = args.Viewport.Eye!.Position.MapId;
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var worldBounds = args.WorldBounds;
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drawHandle.UseShader(_shader);
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foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
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{
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if (!_gasTileOverlaySystem.HasData(mapGrid.GridEntityId))
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continue;
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drawHandle.SetTransform(mapGrid.WorldMatrix);
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foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
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{
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var enumerator = _gasTileOverlaySystem.GetFireOverlays(mapGrid.GridEntityId, tile.GridIndices);
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while (enumerator.MoveNext(out var tuple))
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{
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drawHandle.DrawTexture(tuple.Texture, new Vector2(tile.X, tile.Y), tuple.Color);
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}
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}
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}
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drawHandle.SetTransform(Matrix3.Identity);
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}
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}
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}
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@@ -1,54 +1,208 @@
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using Content.Client.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Atmos.Overlays
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{
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public sealed class GasTileOverlay : Overlay
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{
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private readonly GasTileOverlaySystem _gasTileOverlaySystem;
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private readonly GasTileOverlaySystem _system;
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private readonly IMapManager _mapManager;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities;
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private readonly ShaderInstance _shader;
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[Dependency] private readonly IMapManager _mapManager = default!;
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public readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> TileData = new();
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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// Gas overlays
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private readonly float[] _timer;
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private readonly float[][] _frameDelays;
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private readonly int[] _frameCounter;
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public GasTileOverlay()
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// TODO combine textures into a single texture atlas.
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private readonly Texture[][] _frames;
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// Fire overlays
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private const int FireStates = 3;
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private const string FireRsiPath = "/Textures/Effects/fire.rsi";
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private readonly float[] _fireTimer = new float[FireStates];
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private readonly float[][] _fireFrameDelays = new float[FireStates][];
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private readonly int[] _fireFrameCounter = new int[FireStates];
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private readonly Texture[][] _fireFrames = new Texture[FireStates][];
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private int _gasCount;
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public const int GasOverlayZIndex = (int) Content.Shared.DrawDepth.DrawDepth.Effects; // Under ghosts, above mostly everything else
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public GasTileOverlay(GasTileOverlaySystem system, IResourceCache resourceCache, IPrototypeManager protoMan, SpriteSystem spriteSys)
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{
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IoCManager.InjectDependencies(this);
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_system = system;
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_mapManager = IoCManager.Resolve<IMapManager>();
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_shader = protoMan.Index<ShaderPrototype>("unshaded").Instance();
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ZIndex = GasOverlayZIndex;
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_gasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
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ZIndex = GasTileOverlaySystem.GasOverlayZIndex;
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_gasCount = _system.VisibleGasId.Length;
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_timer = new float[_gasCount];
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_frameDelays = new float[_gasCount][];
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_frameCounter = new int[_gasCount];
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_frames = new Texture[_gasCount][];
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for (var i = 0; i < _gasCount; i++)
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{
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var gasPrototype = protoMan.Index<GasPrototype>(_system.VisibleGasId[i].ToString());
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SpriteSpecifier overlay;
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if (!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
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overlay = new SpriteSpecifier.Rsi(new ResourcePath(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
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else if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
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overlay = new SpriteSpecifier.Texture(new ResourcePath(gasPrototype.GasOverlayTexture));
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else
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continue;
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switch (overlay)
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{
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case SpriteSpecifier.Rsi animated:
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var rsi = resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
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var stateId = animated.RsiState;
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if (!rsi.TryGetState(stateId, out var state)) continue;
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_frames[i] = state.GetFrames(RSI.State.Direction.South);
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_frameDelays[i] = state.GetDelays();
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_frameCounter[i] = 0;
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break;
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case SpriteSpecifier.Texture texture:
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_frames[i] = new[] { spriteSys.Frame0(texture) };
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_frameDelays[i] = Array.Empty<float>();
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break;
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}
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}
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var fire = resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
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for (var i = 0; i < FireStates; i++)
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{
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if (!fire.TryGetState((i + 1).ToString(), out var state))
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throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
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_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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_fireFrameDelays[i] = state.GetDelays();
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_fireFrameCounter[i] = 0;
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}
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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for (var i = 0; i < _gasCount; i++)
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{
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var delays = _frameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _frameCounter[i];
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_timer[i] += args.DeltaSeconds;
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var time = delays[frameCount];
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if (_timer[i] < time)
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continue;
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_timer[i] -= time;
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_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
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}
|
||||
|
||||
for (var i = 0; i < FireStates; i++)
|
||||
{
|
||||
var delays = _fireFrameDelays[i];
|
||||
if (delays.Length == 0) continue;
|
||||
|
||||
var frameCount = _fireFrameCounter[i];
|
||||
_fireTimer[i] += args.DeltaSeconds;
|
||||
var time = delays[frameCount];
|
||||
|
||||
if (_fireTimer[i] < time) continue;
|
||||
_fireTimer[i] -= time;
|
||||
_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
{
|
||||
var drawHandle = args.WorldHandle;
|
||||
|
||||
var mapId = args.Viewport.Eye!.Position.MapId;
|
||||
var worldBounds = args.WorldBounds;
|
||||
|
||||
drawHandle.UseShader(null);
|
||||
|
||||
foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
|
||||
foreach (var mapGrid in _mapManager.FindGridsIntersecting(args.MapId, args.WorldBounds))
|
||||
{
|
||||
if (!_gasTileOverlaySystem.HasData(mapGrid.GridEntityId))
|
||||
if (!TileData.TryGetValue(mapGrid.GridEntityId, out var gridData))
|
||||
continue;
|
||||
|
||||
drawHandle.SetTransform(mapGrid.WorldMatrix);
|
||||
var floatBounds = mapGrid.InvWorldMatrix.TransformBox(in args.WorldBounds);
|
||||
var localBounds = new Box2i(
|
||||
(int) MathF.Floor(floatBounds.Left),
|
||||
(int) MathF.Floor(floatBounds.Bottom),
|
||||
(int) MathF.Ceiling(floatBounds.Right),
|
||||
(int) MathF.Ceiling(floatBounds.Top));
|
||||
|
||||
foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
|
||||
// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
|
||||
// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
|
||||
// by chunk, even though its currently slower.
|
||||
|
||||
drawHandle.UseShader(null);
|
||||
foreach (var chunk in gridData.Values)
|
||||
{
|
||||
var enumerator = _gasTileOverlaySystem.GetOverlays(mapGrid.GridEntityId, tile.GridIndices);
|
||||
while (enumerator.MoveNext(out var tuple))
|
||||
var enumerator = new GasChunkEnumerator(chunk);
|
||||
|
||||
while (enumerator.MoveNext(out var gas))
|
||||
{
|
||||
drawHandle.DrawTexture(tuple.Texture, new Vector2(tile.X, tile.Y), tuple.Color);
|
||||
if (gas.Value.Opacity == null)
|
||||
continue;
|
||||
|
||||
var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
|
||||
if (!localBounds.Contains(tilePosition))
|
||||
continue;
|
||||
|
||||
for (var i = 0; i < _gasCount; i++)
|
||||
{
|
||||
var opacity = gas.Value.Opacity[i];
|
||||
if (opacity > 0)
|
||||
drawHandle.DrawTexture(_frames[i][_frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// And again for fire, with the unshaded shader
|
||||
drawHandle.UseShader(_shader);
|
||||
foreach (var chunk in gridData.Values)
|
||||
{
|
||||
var enumerator = new GasChunkEnumerator(chunk);
|
||||
|
||||
while (enumerator.MoveNext(out var gas))
|
||||
{
|
||||
if (gas.Value.FireState == 0)
|
||||
continue;
|
||||
|
||||
var index = chunk.Origin + (enumerator.X, enumerator.Y);
|
||||
if (!localBounds.Contains(index))
|
||||
continue;
|
||||
|
||||
var state = gas.Value.FireState - 1;
|
||||
var texture = _fireFrames[state][_fireFrameCounter[state]];
|
||||
drawHandle.DrawTexture(texture, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawHandle.UseShader(null);
|
||||
drawHandle.SetTransform(Matrix3.Identity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user