- disabling the collider and placing it on the torso when swimming, stunned or dead (todo: attempt to get swimming working with the collider controlling movement)
- only the collider can receive impact damage - shorter collider to allow crouching in tight spaces - AI characters are considered close enough to a waypoint if their collider overlaps with it (instead of a distance check)
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@@ -90,11 +90,12 @@ namespace Barotrauma
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escapeObjective.TryComplete(deltaTime);
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if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, (character.SimPosition - enemy.SimPosition)*0.1f);
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coolDownTimer = CoolDown;
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}
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//if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
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//{
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// character.AIController.SteeringManager.SteeringManual(deltaTime,
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// new Vector2(Math.Sign(character.SimPosition.X - enemy.SimPosition.X), 0.0f));
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// coolDownTimer = CoolDown;
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//}
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}
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public override bool IsCompleted()
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