Tutorial fixes: walls and windows outside the command room are fixed during the same frame they break (to prevent anything from flying out from the railgun room), moloch is forced above the player once the railgun is ready fire
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@@ -303,7 +303,7 @@ namespace Barotrauma.Tutorials
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foreach (Structure s in Structure.WallList)
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{
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if (s.CastShadow || !s.HasBody) continue;
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if (s.Rect.Right > steering.Item.CurrentHull.Rect.Right) windows.Add(s);
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}
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@@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials
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}
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if (broken) break;
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}
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if (broken) break;
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yield return CoroutineStatus.Running;
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} while (!broken);
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@@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
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infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller.");
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while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
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@@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
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infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, "
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+ "press the left mouse button.");
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while (!moloch.IsDead)
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{
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if (moloch.WorldPosition.Y > Character.Controlled.WorldPosition.Y + 600.0f)
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{
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moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, Character.Controlled.WorldPosition - moloch.WorldPosition);
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}
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moloch.AIController.SelectTarget(Character.Controlled.AiTarget);
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yield return CoroutineStatus.Running;
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}
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