Round end cinematic, CoroutineManager deltatime

This commit is contained in:
Regalis11
2015-12-26 19:33:23 +02:00
parent b2d5704f7e
commit 064e2eadd0
18 changed files with 138 additions and 38 deletions

View File

@@ -87,6 +87,12 @@ namespace Barotrauma
private set;
}
public Body[] ShaftBodies
{
get;
private set;
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
this.seed = seed;
@@ -333,14 +339,14 @@ namespace Barotrauma
}
ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++)
{
Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
shaftBody.BodyType = BodyType.Kinematic;
shaftBody.CollisionCategories = Physics.CollisionLevel;
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
shaftBody.SleepingAllowed = false;
bodies.Add(shaftBody);
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
bodies.Add(ShaftBodies[i]);
}
foreach (VoronoiCell cell in cells)