Humanoid animations work better on uneven floors (e.g. "fake stairs" made from wall pieces).
If the floor in front of the character is higher than where the character is standing, the character slows down and lifts its feet more. The position of the feet is also clamped below the waist, preventing the character from doing a backwards somersault when running over "fake stairs".
This commit is contained in:
@@ -237,7 +237,7 @@ namespace Barotrauma
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = movement.X * walkAnimSpeed;
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if (stairs != null)
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@@ -322,8 +322,11 @@ namespace Barotrauma
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torso.pullJoint.Enabled = true;
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head.pullJoint.Enabled = true;
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waist.pullJoint.Enabled = true;
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float floorPos = GetFloorY(colliderPos + new Vector2(Math.Sign(movement.X) * 0.5f, 1.0f));
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bool onSlope = floorPos > GetColliderBottom().Y + 0.05f;
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if (stairs != null)
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if (stairs != null || onSlope)
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{
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torso.pullJoint.WorldAnchorB = new Vector2(
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MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * 0.25f, getUpSpeed * 0.8f),
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@@ -369,20 +372,23 @@ namespace Barotrauma
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//progress the walking animation
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walkPos -= (walkCycleSpeed / runningModifier) * 0.8f;
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MoveLimb(leftFoot,
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colliderPos + new Vector2(
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stepSize.X,
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(stepSize.Y > 0.0f) ? stepSize.Y : -0.15f),
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15.0f, true);
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for (int i = -1; i < 2; i += 2)
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{
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Limb foot = i == -1 ? leftFoot : rightFoot;
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Limb leg = i == -1 ? leftLeg : rightLeg;
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MoveLimb(rightFoot,
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colliderPos + new Vector2(
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-stepSize.X,
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(-stepSize.Y > 0.0f) ? -stepSize.Y : -0.15f),
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15.0f, true);
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Vector2 footPos = stepSize * -i;
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if (stepSize.Y > 0.0f) stepSize.Y = -0.15f;
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leftFoot.body.SmoothRotate(leftLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
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rightFoot.body.SmoothRotate(rightLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
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if (onSlope && stairs == null)
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{
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footPos.Y *= 2.0f;
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}
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footPos.Y = Math.Min(waist.SimPosition.Y - colliderPos.Y - 0.4f, footPos.Y);
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MoveLimb(foot, footPos + colliderPos, 15.0f, true);
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foot.body.SmoothRotate(leg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
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}
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if (runningModifier > 1.0f)
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{
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@@ -453,7 +459,11 @@ namespace Barotrauma
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{
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footPos = new Vector2(GetCenterOfMass().X + stepSize.X * i * 0.2f, colliderPos.Y - 0.1f);
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}
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if (stairs == null)
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{
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footPos.Y = Math.Max(Math.Min(floorPos, footPos.Y + 0.5f), footPos.Y);
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}
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var foot = i == -1 ? rightFoot : leftFoot;
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@@ -1096,7 +1096,12 @@ namespace Barotrauma
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{
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PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
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Vector2 rayStart = refBody.SimPosition;
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return GetFloorY(refBody.SimPosition);
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}
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protected float GetFloorY(Vector2 simPosition)
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{
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Vector2 rayStart = simPosition;
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Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
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var lowestLimb = FindLowestLimb();
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@@ -1125,7 +1130,7 @@ namespace Barotrauma
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}
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return closestFraction;
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}
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}
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, rayStart, rayEnd);
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@@ -1137,7 +1142,6 @@ namespace Barotrauma
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{
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return rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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}
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}
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public void SetPosition(Vector2 simPosition, bool lerp = false)
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