Progress + prettier ice walls

This commit is contained in:
Regalis
2015-12-12 13:44:05 +02:00
parent 78bccca4af
commit 17e8a2171f
49 changed files with 479 additions and 273 deletions
@@ -41,7 +41,7 @@ namespace Barotrauma.Items.Components
{
if (pathFinder==null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
steeringPath = pathFinder.FindPath(
ConvertUnits.ToSimUnits(Submarine.Loaded.Position),
ConvertUnits.ToSimUnits(item.WorldPosition),
ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
}
}
@@ -160,31 +160,31 @@ namespace Barotrauma.Items.Components
{
autopilotRayCastTimer -= deltaTime;
steeringPath.CheckProgress(ConvertUnits.ToSimUnits(Submarine.Loaded.Position), 10.0f);
steeringPath.CheckProgress(ConvertUnits.ToSimUnits(item.WorldPosition), 10.0f);
if (autopilotRayCastTimer<=0.0f && steeringPath.NextNode != null)
{
Vector2 diff = ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - Submarine.Loaded.Position);
Vector2 diff = ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.WorldPosition);
bool nextVisible = true;
for (int x = -1; x < 2; x += 2)
{
for (int y = -1; y < 2; y += 2)
{
Vector2 cornerPos =
new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
//bool nextVisible = true;
//for (int x = -1; x < 2; x += 2)
//{
// for (int y = -1; y < 2; y += 2)
// {
// Vector2 cornerPos =
// new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
cornerPos = ConvertUnits.ToSimUnits(cornerPos*1.2f);
// cornerPos = ConvertUnits.ToSimUnits(cornerPos*1.2f);
if (Submarine.PickBody(cornerPos, cornerPos + diff, null, Physics.CollisionLevel) == null) continue;
// if (Submarine.PickBody(cornerPos, cornerPos + diff, null, Physics.CollisionLevel) == null) continue;
nextVisible = false;
x = 2;
y = 2;
}
}
// nextVisible = false;
// x = 2;
// y = 2;
// }
//}
if (nextVisible) steeringPath.SkipToNextNode();
//if (nextVisible) steeringPath.SkipToNextNode();
autopilotRayCastTimer = AutopilotRayCastInterval;
}
@@ -193,8 +193,8 @@ namespace Barotrauma.Items.Components
{
float prediction = 5.0f;
Vector2 futurePosition = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity) * prediction;
Vector2 targetSpeed = ((steeringPath.CurrentNode.Position - Submarine.Loaded.Position) - futurePosition);
Vector2 futurePosition = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity) * prediction;
Vector2 targetSpeed = ((steeringPath.CurrentNode.WorldPosition - item.WorldPosition) - futurePosition);
targetSpeed = Vector2.Normalize(targetSpeed);
TargetVelocity = targetSpeed * 100.0f;