P3D-Legacy/P3D/World/World.vb

946 lines
37 KiB
VB.net

Imports P3D.BattleSystem
Public Class World
Private Shared _regionWeather As Weathers = Weathers.Clear
Private Shared _regionWeatherSet As Boolean = False
Public Shared IsMainMenu As Boolean = False
Public Shared IsAurora As Boolean = False
Public Enum Seasons As Integer
Winter = 0
Spring = 1
Summer = 2
Fall = 3
End Enum
Public Enum Weathers As Integer
Clear = 0
Rain = 1
Snow = 2
Underwater = 3
Sunny = 4
Fog = 5
Thunderstorm = 6
Sandstorm = 7
Ash = 8
Blizzard = 9
End Enum
Public Enum EnvironmentTypes As Integer
Outside = 0
Inside = 1
Cave = 2
Dark = 3
Underwater = 4
Forest = 5
End Enum
Public Enum DayTime As Integer
Night = 0
Morning = 1
Day = 2
Evening = 3
End Enum
Public Shared ReadOnly Property WeekOfYear() As Integer
Get
Return CInt(((My.Computer.Clock.LocalTime.DayOfYear - (My.Computer.Clock.LocalTime.DayOfWeek - 1)) / 7) + 1)
End Get
End Property
Public Shared ReadOnly Property CurrentSeason() As Seasons
Get
If IsMainMenu Then
Return Seasons.Summer
End If
If NeedServerObject() = True Then
Return ServerSeason
End If
Select Case WeekOfYear Mod 4
Case 1
Return Seasons.Winter
Case 2
Return Seasons.Spring
Case 3
Return Seasons.Summer
Case 0
Return Seasons.Fall
End Select
Return Seasons.Summer
End Get
End Property
Public Shared ReadOnly Property GetTime() As DayTime
Get
If IsMainMenu Then
Return DayTime.Day
End If
Dim time As DayTime = DayTime.Day
Dim Hour As Integer = My.Computer.Clock.LocalTime.Hour
If NeedServerObject() = True Then
Dim data() As String = ServerTimeData.Split(CChar(","))
Hour = CInt(data(0))
End If
Select Case CurrentSeason
Case Seasons.Winter
If Hour > 18 Or Hour < 7 Then
time = DayTime.Night
ElseIf Hour > 6 And Hour < 11 Then
time = DayTime.Morning
ElseIf Hour > 10 And Hour < 17 Then
time = DayTime.Day
ElseIf Hour > 16 And Hour < 19 Then
time = DayTime.Evening
End If
Case Seasons.Spring
If Hour > 19 Or Hour < 5 Then
time = DayTime.Night
ElseIf Hour > 4 And Hour < 10 Then
time = DayTime.Morning
ElseIf Hour > 9 And Hour < 17 Then
time = DayTime.Day
ElseIf Hour > 16 And Hour < 20 Then
time = DayTime.Evening
End If
Case Seasons.Summer
If Hour > 20 Or Hour < 4 Then
time = DayTime.Night
ElseIf Hour > 3 And Hour < 9 Then
time = DayTime.Morning
ElseIf Hour > 8 And Hour < 19 Then
time = DayTime.Day
ElseIf Hour > 18 And Hour < 21 Then
time = DayTime.Evening
End If
Case Seasons.Fall
If Hour > 19 Or Hour < 6 Then
time = DayTime.Night
ElseIf Hour > 5 And Hour < 10 Then
time = DayTime.Morning
ElseIf Hour > 9 And Hour < 18 Then
time = DayTime.Day
ElseIf Hour > 17 And Hour < 20 Then
time = DayTime.Evening
End If
End Select
Return time
End Get
End Property
Public Shared Sub SetRenderDistance(ByVal EnvironmentType As EnvironmentTypes, ByVal Weather As Weathers)
If Weather = Weathers.Fog Then
Screen.Effect.FogStart = -40
Screen.Effect.FogEnd = 12
Screen.Camera.FarPlane = 15
GoTo endsub
End If
If Weather = Weathers.Blizzard Then
Screen.Effect.FogStart = -40
Screen.Effect.FogEnd = 20
Screen.Camera.FarPlane = 24
GoTo endsub
End If
If Weather = Weathers.Thunderstorm Then
Screen.Effect.FogStart = -40
Screen.Effect.FogEnd = 20
Screen.Camera.FarPlane = 24
GoTo endsub
End If
Select Case EnvironmentType
Case EnvironmentTypes.Cave, EnvironmentTypes.Dark, EnvironmentTypes.Forest
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = -2
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = -2
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = -2
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = -5
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = -20
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
Case EnvironmentTypes.Inside
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = 16
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = 36
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = 56
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = 76
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = 96
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
Case EnvironmentTypes.Outside
Select Case World.GetTime
Case DayTime.Night
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = -2
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = -2
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = -2
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = -5
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = -20
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
Case DayTime.Morning
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = 16
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = 36
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = 56
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = 76
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = 96
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
Case DayTime.Day
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = 16
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = 36
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = 56
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = 76
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = 96
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
Case DayTime.Evening
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
End Select
Case EnvironmentTypes.Underwater
Select Case Core.GameOptions.RenderDistance
Case 0
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 19
Screen.Camera.FarPlane = 20
Case 1
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 39
Screen.Camera.FarPlane = 40
Case 2
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 59
Screen.Camera.FarPlane = 60
Case 3
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 79
Screen.Camera.FarPlane = 80
Case 4
Screen.Effect.FogStart = 0
Screen.Effect.FogEnd = 99
Screen.Camera.FarPlane = 100
End Select
End Select
If Core.GameOptions.RenderDistance >= 5 Then
Screen.Effect.FogStart = 999
Screen.Effect.FogEnd = 1000
Screen.Camera.FarPlane = 1000
End If
endsub:
Screen.Camera.CreateNewProjection(Screen.Camera.FOV)
End Sub
Private Shared Function GetRegionWeather(ByVal Season As Seasons) As Weathers
If IsMainMenu Then
Return Weathers.Clear
End If
Dim r As Integer = Core.Random.Next(0, 100)
Select Case Season
Case Seasons.Winter
If r < 20 Then
Return Weathers.Rain
ElseIf r >= 20 And r < 50 Then
Return Weathers.Clear
Else
Return Weathers.Snow
End If
Case Seasons.Spring
If r < 5 Then
Return Weathers.Snow
ElseIf r >= 5 And r < 40 Then
Return Weathers.Rain
Else
Return Weathers.Clear
End If
Case Seasons.Summer
If r < 10 Then
Return Weathers.Rain
Else
Return Weathers.Clear
End If
Case Seasons.Fall
If r < 5 Then
Return Weathers.Snow
ElseIf r >= 5 And r < 80 Then
Return Weathers.Rain
Else
Return Weathers.Clear
End If
End Select
Return Weathers.Clear
End Function
Public CurrentMapWeather As Weathers = Weathers.Clear
Public EnvironmentType As EnvironmentTypes = EnvironmentTypes.Outside
Public UseLighting As Boolean = False
Public Sub New(ByVal EnvironmentType As Integer, ByVal WeatherType As Integer)
Initialize(EnvironmentType, WeatherType)
End Sub
Public Shared Function GetWeatherFromWeatherType(ByVal WeatherType As Integer) As Weathers
If IsMainMenu Then
Return Weathers.Clear
End If
Select Case WeatherType
Case 0 ' Region Weather
Return World.GetCurrentRegionWeather()
Case 1 ' Clear
Return Weathers.Clear
Case 2 ' Rain
Return Weathers.Rain
Case 3 ' Snow
Return Weathers.Snow
Case 4 ' Underwater
Return Weathers.Underwater
Case 5 ' Sunny
Return Weathers.Sunny
Case 6 ' Fog
Return Weathers.Fog
Case 7 ' Sandstorm
Return Weathers.Sandstorm
Case 8 ' Ash
Return Weathers.Ash
Case 9 ' Blizzard
Return Weathers.Blizzard
Case 10 ' Thunderstorm
Return Weathers.Thunderstorm
End Select
Return Weathers.Clear
End Function
Public Shared Function GetWeatherTypeFromWeather(ByVal Weather As Weathers) As Integer
If IsMainMenu Then
Return 1
End If
Select Case Weather
Case Weathers.Clear
Return 1
Case Weathers.Rain
Return 2
Case Weathers.Snow
Return 3
Case Weathers.Underwater
Return 4
Case Weathers.Sunny
Return 5
Case Weathers.Fog
Return 6
Case Weathers.Sandstorm
Return 7
Case Weathers.Ash
Return 8
Case Weathers.Blizzard
Return 9
Case Weathers.Thunderstorm
Return 10
Case Else
Return 0
End Select
End Function
Public Sub Initialize(ByVal EnvironmentType As Integer, ByVal WeatherType As Integer)
If _regionWeatherSet = False Then
World._regionWeather = World.GetRegionWeather(World.CurrentSeason)
World._regionWeatherSet = True
End If
Me.CurrentMapWeather = GetWeatherFromWeatherType(WeatherType)
Select Case EnvironmentType
Case 0 ' Overworld
Me.EnvironmentType = EnvironmentTypes.Outside
Me.UseLighting = True
Case 1 ' Permanent Day
Me.EnvironmentType = EnvironmentTypes.Inside
Me.UseLighting = False
Case 2 ' Cave
Me.EnvironmentType = EnvironmentTypes.Cave
If WeatherType = 0 Then
Me.CurrentMapWeather = Weathers.Clear
End If
Me.UseLighting = False
Case 3 ' Permanent Night
Me.EnvironmentType = EnvironmentTypes.Dark
If WeatherType = 0 Then
Me.CurrentMapWeather = Weathers.Clear
End If
Me.UseLighting = False
Case 4 ' Underwater
Me.EnvironmentType = EnvironmentTypes.Underwater
If WeatherType = 0 Then
Me.CurrentMapWeather = Weathers.Underwater
End If
Me.UseLighting = True
Case 5 ' Forest
Me.EnvironmentType = EnvironmentTypes.Forest
Me.UseLighting = True
End Select
SetWeatherLevelColor()
ChangeEnvironment()
SetRenderDistance(Me.EnvironmentType, Me.CurrentMapWeather)
End Sub
Private Sub SetWeatherLevelColor()
Select Case CurrentMapWeather
Case Weathers.Clear
Screen.Effect.DiffuseColor = New Vector3(1)
Case Weathers.Rain, Weathers.Thunderstorm
Screen.Effect.DiffuseColor = New Vector3(0.4, 0.4, 0.7)
Case Weathers.Snow
Screen.Effect.DiffuseColor = New Vector3(0.8)
Case Weathers.Underwater
Screen.Effect.DiffuseColor = New Vector3(0.1, 0.3, 0.9)
Case Weathers.Sunny
Screen.Effect.DiffuseColor = New Vector3(1.6, 1.3, 1.3)
Case Weathers.Fog
Screen.Effect.DiffuseColor = New Vector3(0.5, 0.5, 0.6)
Case Weathers.Sandstorm
Screen.Effect.DiffuseColor = New Vector3(0.8, 0.5, 0.2)
Case Weathers.Ash
Screen.Effect.DiffuseColor = New Vector3(0.5, 0.5, 0.5)
Case Weathers.Blizzard
Screen.Effect.DiffuseColor = New Vector3(0.6, 0.6, 0.6)
End Select
Screen.Effect.DiffuseColor = Screen.SkyDome.GetWeatherColorMultiplier(Screen.Effect.DiffuseColor)
End Sub
Private Function GetWeatherBackgroundColor(ByVal defaultColor As Color) As Color
Dim v As Vector3 = Vector3.One
Select Case CurrentMapWeather
Case World.Weathers.Clear, Weathers.Sunny
v = New Vector3(1)
Case World.Weathers.Rain, Weathers.Thunderstorm
v = New Vector3(0.4, 0.4, 0.7)
Case World.Weathers.Snow
v = New Vector3(0.8)
Case World.Weathers.Underwater
v = New Vector3(0.1, 0.3, 0.9)
Case World.Weathers.Fog
v = New Vector3(0.7, 0.7, 0.8)
Case World.Weathers.Sandstorm
v = New Vector3(0.8, 0.5, 0.2)
Case Weathers.Ash
v = New Vector3(0.5, 0.5, 0.5)
Case Weathers.Blizzard
v = New Vector3(0.6, 0.6, 0.6)
End Select
Dim colorV As Vector3 = defaultColor.ToVector3 * Screen.SkyDome.GetWeatherColorMultiplier(v)
Return colorV.ToColor()
End Function
Private Sub ChangeEnvironment()
Select Case Me.EnvironmentType
Case EnvironmentTypes.Outside
Core.BackgroundColor = GetWeatherBackgroundColor(SkyDome.GetDaytimeColor(False))
Screen.Effect.FogColor = Core.BackgroundColor.ToVector3()
Screen.SkyDome.TextureDown = TextureManager.GetTexture("SkyDomeResource\Stars")
Case EnvironmentTypes.Inside
Core.BackgroundColor = New Color(56, 56, 56)
Screen.Effect.FogColor = Core.BackgroundColor.ToVector3()
Screen.SkyDome.TextureUp = Nothing
Screen.SkyDome.TextureDown = Nothing
Case EnvironmentTypes.Dark
Core.BackgroundColor = GetWeatherBackgroundColor(New Color(29, 29, 50))
Screen.Effect.FogColor = Core.BackgroundColor.ToVector3()
Screen.SkyDome.TextureUp = TextureManager.GetTexture("SkyDomeResource\Dark")
Screen.SkyDome.TextureDown = Nothing
Case EnvironmentTypes.Cave
Core.BackgroundColor = GetWeatherBackgroundColor(New Color(72, 64, 64))
Screen.Effect.FogColor = Core.BackgroundColor.ToVector3()
Screen.SkyDome.TextureUp = TextureManager.GetTexture("SkyDomeResource\Cave")
Screen.SkyDome.TextureDown = Nothing
Case EnvironmentTypes.Underwater
Core.BackgroundColor = GetWeatherBackgroundColor(New Color(40, 88, 128))
Screen.Effect.FogColor = Core.BackgroundColor.ToVector3()
Screen.SkyDome.TextureUp = TextureManager.GetTexture("SkyDomeResource\Underwater")
Screen.SkyDome.TextureDown = TextureManager.GetTexture("SkyDomeResource\UnderwaterGround")
Case EnvironmentTypes.Forest
Core.BackgroundColor = GetWeatherBackgroundColor(New Color(48, 80, 48))
Screen.Effect.FogColor = Core.BackgroundColor.ToVector3()
Screen.SkyDome.TextureUp = TextureManager.GetTexture("SkyDomeResource\Forest")
Screen.SkyDome.TextureDown = Nothing
End Select
End Sub
Private Shared WeatherOffset As New Vector2(0, 0)
Private Shared ObjectsList As New List(Of Rectangle)
Public Shared NoParticlesList() As Weathers = {Weathers.Clear, Weathers.Sunny, Weathers.Fog}
Public Shared Sub DrawWeather(ByVal MapWeather As Weathers)
If NoParticlesList.Contains(MapWeather) = False Then
If Core.GameOptions.GraphicStyle = 1 Then
Dim identifications() As Screen.Identifications = {Screen.Identifications.OverworldScreen, Screen.Identifications.MainMenuScreen, Screen.Identifications.BattleScreen, Screen.Identifications.BattleCatchScreen}
If identifications.Contains(Core.CurrentScreen.Identification) = True Then
If Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
If Screen.TextBox.Showing = False Then
GenerateParticles(0, MapWeather)
End If
Else
GenerateParticles(0, MapWeather)
End If
End If
Else
Dim T As Texture2D = Nothing
Dim size As Integer = 128
Dim opacity As Integer = 30
Select Case MapWeather
Case Weathers.Rain
T = TextureManager.GetTexture("Textures\Weather\rain")
WeatherOffset.X += 8
WeatherOffset.Y += 16
Case Weathers.Thunderstorm
T = TextureManager.GetTexture("Textures\Weather\rain")
WeatherOffset.X += 12
WeatherOffset.Y += 20
opacity = 50
Case Weathers.Snow
T = TextureManager.GetTexture("Textures\Weather\snow")
WeatherOffset.X += 1
WeatherOffset.Y += 1
Case Weathers.Blizzard
T = TextureManager.GetTexture("Textures\Weather\snow")
WeatherOffset.X += 8
WeatherOffset.Y += 2
opacity = 80
Case Weathers.Sandstorm
T = TextureManager.GetTexture("Textures\Weather\sand")
WeatherOffset.X += 4
WeatherOffset.Y += 1
opacity = 80
size = 48
Case Weathers.Underwater
T = TextureManager.GetTexture("Textures\Weather\bubble")
If Core.Random.Next(0, 100) = 0 Then
ObjectsList.Add(New Rectangle(Core.Random.Next(0, Core.windowSize.Width - 32), Core.windowSize.Height, 32, 32))
End If
For i = 0 To ObjectsList.Count - 1
Dim r As Rectangle = ObjectsList(i)
ObjectsList(i) = New Rectangle(r.X, r.Y - 2, r.Width, r.Height)
Core.SpriteBatch.Draw(T, ObjectsList(i), New Color(255, 255, 255, 150))
Next
Case Weathers.Ash
T = TextureManager.GetTexture("Textures\Weather\ash2")
WeatherOffset.Y += 1
opacity = 65
size = 48
End Select
If WeatherOffset.X >= size Then
WeatherOffset.X = 0
End If
If WeatherOffset.Y >= size Then
WeatherOffset.Y = 0
End If
Select Case MapWeather
Case Weathers.Rain, Weathers.Snow, Weathers.Sandstorm, Weathers.Ash, Weathers.Blizzard, Weathers.Thunderstorm
For x = -size To Core.windowSize.Width Step size
For y = -size To Core.windowSize.Height Step size
Core.SpriteBatch.Draw(T, New Rectangle(CInt(x + WeatherOffset.X), CInt(y + WeatherOffset.Y), size, size), New Color(255, 255, 255, opacity))
Next
Next
End Select
End If
End If
End Sub
Public Shared Sub GenerateParticles(ByVal chance As Integer, ByVal MapWeather As Weathers)
If MapWeather = Weathers.Thunderstorm Then
If Core.Random.Next(0, 250) = 0 Then
Dim pitch As Single = -(Core.Random.Next(8, 11) / 10.0F)
Debug.Print(pitch.ToString())
SoundManager.PlaySound("Battle\Effects\effect_thunderbolt", pitch, 0F, SoundManager.Volume, False)
End If
End If
If LevelLoader.IsBusy = False Then
Dim validScreen() As Screen.Identifications = {Screen.Identifications.OverworldScreen, Screen.Identifications.BattleScreen, Screen.Identifications.BattleCatchScreen, Screen.Identifications.MainMenuScreen}
If validScreen.Contains(Core.CurrentScreen.Identification) = True Then
If Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
If CType(Core.CurrentScreen, OverworldScreen).ActionScript.IsReady = False Then
Exit Sub
End If
End If
Dim T As Texture2D = Nothing
Dim speed As Single
Dim scale As New Vector3(1)
Dim range As Integer = 3
Select Case MapWeather
Case Weathers.Rain
speed = 0.1F
T = TextureManager.GetTexture("Textures\Weather\rain3")
If chance > -1 Then chance = 3
scale = New Vector3(0.03F, 0.06F, 0.1F)
Case Weathers.Thunderstorm
speed = 0.15F
Select Case Core.Random.Next(0, 4)
Case 0
T = TextureManager.GetTexture("Textures\Weather\rain2")
scale = New Vector3(0.1F, 0.1F, 0.1F)
Case Else
T = TextureManager.GetTexture("Textures\Weather\rain3")
scale = New Vector3(0.03F, 0.06F, 0.1F)
End Select
If chance > -1 Then chance = 1
Case Weathers.Snow
speed = 0.02F
T = TextureManager.GetTexture("Textures\Weather\snow2")
If chance > -1 Then chance = 5
scale = New Vector3(0.03F, 0.03F, 0.1F)
Case Weathers.Underwater
speed = -0.02F
T = TextureManager.GetTexture("Textures\Weather\bubble")
If chance > -1 Then chance = 60
scale = New Vector3(0.5F)
range = 1
Case Weathers.Sandstorm
speed = 0.1F
T = TextureManager.GetTexture("Textures\Weather\sand")
If chance > -1 Then chance = 4
scale = New Vector3(0.03F, 0.03F, 0.1F)
Case Weathers.Ash
speed = 0.02F
T = TextureManager.GetTexture("Textures\Weather\ash")
If chance > -1 Then chance = 20
scale = New Vector3(0.03F, 0.03F, 0.1F)
Case Weathers.Blizzard
speed = 0.1F
T = TextureManager.GetTexture("Textures\Weather\snow")
If chance > -1 Then chance = 1
scale = New Vector3(0.12F, 0.12F, 0.1F)
End Select
If chance = -1 Then
chance = 1
End If
Dim cameraPosition As Vector3 = Screen.Camera.Position
If Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
cameraPosition = CType(Screen.Camera, OverworldCamera).CPosition
ElseIf Core.CurrentScreen.Identification = Screen.Identifications.BattleScreen Then
cameraPosition = CType(Screen.Camera, BattleCamera).CPosition
End If
If Core.Random.Next(0, chance) = 0 Then
For x = cameraPosition.X - range To cameraPosition.X + range
For z = cameraPosition.Z - range To cameraPosition.Z + range
If z <> 0 Or x <> 0 Then
Dim rY As Single = CSng(Core.Random.Next(0, 40) / 10) - 2.0F
Dim rX As Single = CSng(Core.Random.NextDouble()) - 0.5F
Dim rZ As Single = CSng(Core.Random.NextDouble()) - 0.5F
Dim p As Particle = New Particle(New Vector3(x + rX, cameraPosition.Y + 1.8F + rY, z + rZ), {T}, {0, 0}, Core.Random.Next(0, 2), scale, BaseModel.BillModel, New Vector3(1))
p.MoveSpeed = speed
If MapWeather = Weathers.Rain Then
p.Opacity = 0.7F
End If
If MapWeather = Weathers.Thunderstorm Then
p.Opacity = 1.0F
End If
If MapWeather = Weathers.Underwater Then
p.Position.Y = 0.0F
p.Destination = 10
p.Behavior = Particle.Behaviors.Rising
End If
If MapWeather = Weathers.Sandstorm Then
p.Behavior = Particle.Behaviors.LeftToRight
p.Destination = cameraPosition.X + 5
p.Position.X -= 2
End If
If MapWeather = Weathers.Blizzard Then
p.Opacity = 1.0F
End If
Screen.Level.Entities.Add(p)
End If
Next
Next
End If
End If
End If
End Sub
Private Shared SeasonTextureBuffer As New Dictionary(Of Texture2D, Texture2D)
Private Shared BufferSeason As Seasons = Seasons.Fall
Public Shared Function GetSeasonTexture(ByVal seasonTexture As Texture2D, ByVal T As Texture2D) As Texture2D
If BufferSeason <> CurrentSeason Then
BufferSeason = CurrentSeason
SeasonTextureBuffer.Clear()
End If
If T IsNot Nothing Then
If SeasonTextureBuffer.ContainsKey(T) = True Then
Return SeasonTextureBuffer(T)
End If
Dim x As Integer = 0
Dim y As Integer = 0
Select Case CurrentSeason
Case Seasons.Winter
x = 0
y = 0
Case Seasons.Spring
x = 2
y = 0
Case Seasons.Summer
x = 0
y = 2
Case Seasons.Fall
x = 2
y = 2
End Select
Dim inputColors() As Color = {New Color(0, 0, 0), New Color(85, 85, 85), New Color(170, 170, 170), New Color(255, 255, 255)}.Reverse().ToArray()
Dim outputColors As New List(Of Color)
Dim Data(3) As Color
seasonTexture.GetData(0, New Rectangle(x, y, 2, 2), Data, 0, 4)
SeasonTextureBuffer.Add(T, T.ReplaceColors(inputColors, Data))
Return SeasonTextureBuffer(T)
End If
Return Nothing
End Function
Public Shared ServerSeason As Seasons = Seasons.Spring
Public Shared ServerWeather As Weathers = Weathers.Clear
Public Shared ServerTimeData As String = "0,0,0" ' Format: Hours,Minutes,Seconds
Public Shared LastServerDataReceived As Date = Date.Now
Public Shared ReadOnly Property SecondsOfDay() As Integer
Get
If NeedServerObject() = True Then
Dim data() As String = ServerTimeData.Split(CChar(","))
Dim hours As Integer = CInt(data(0))
Dim minutes As Integer = CInt(data(1))
Dim seconds As Integer = CInt(data(2))
seconds += CInt(Math.Abs((Date.Now - LastServerDataReceived).Seconds))
Return hours * 3600 + minutes * 60 + seconds
Else
Return My.Computer.Clock.LocalTime.Hour * 3600 + My.Computer.Clock.LocalTime.Minute * 60 + My.Computer.Clock.LocalTime.Second
End If
End Get
End Property
Public Shared ReadOnly Property MinutesOfDay() As Integer
Get
If NeedServerObject() = True Then
Dim data() As String = ServerTimeData.Split(CChar(","))
Dim hours As Integer = CInt(data(0))
Dim minutes As Integer = CInt(data(1))
minutes += CInt(Math.Abs((Date.Now - LastServerDataReceived).Minutes))
Return hours * 60 + minutes
Else
Return My.Computer.Clock.LocalTime.Hour * 60 + My.Computer.Clock.LocalTime.Minute
End If
End Get
End Property
Private Shared Function NeedServerObject() As Boolean
Return JoinServerScreen.Online = True And ConnectScreen.Connected = True
End Function
''' <summary>
''' Returns the region weather and gets the server weather if needed.
''' </summary>
Public Shared Function GetCurrentRegionWeather() As Weathers
If NeedServerObject() = True Then
Return ServerWeather
Else
Return _regionWeather
End If
End Function
Public Shared Property RegionWeather() As Weathers
Get
Return _regionWeather
End Get
Set(value As Weathers)
_regionWeather = value
End Set
End Property
Public Shared Property RegionWeatherSet() As Boolean
Get
Return _regionWeatherSet
End Get
Set(value As Boolean)
_regionWeatherSet = value
End Set
End Property
End Class