Added a collider to railgun (-> cannot go through walls or enemy subs anymore). Closes #444

This commit is contained in:
Joonas Rikkonen
2018-08-14 15:39:01 +03:00
parent 8233f3b8df
commit 1e02d7406d
3 changed files with 38 additions and 3 deletions

View File

@@ -8,6 +8,8 @@
<Sprite texture="railgunbase.png" depth="0.01" sourcerect="0,0,256,256"/>
<StaticBody width="80" radius="80"/>
<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="128, 128"
rotationlimits="180,360"
powerconsumption="20000.0"

View File

@@ -45,6 +45,8 @@ namespace Barotrauma
public List<IDrawableComponent> drawableComponents;
public PhysicsBody body;
public readonly XElement staticBodyConfig;
private Vector2 lastSentPos;
private bool prevBodyAwake;
@@ -399,6 +401,9 @@ namespace Barotrauma
case "deconstruct":
case "brokensprite":
break;
case "staticbody":
staticBodyConfig = subElement;
break;
case "aitarget":
aiTarget = new AITarget(this);
aiTarget.SightRange = subElement.GetAttributeFloat("sightrange", 1000.0f);

View File

@@ -128,10 +128,38 @@ namespace Barotrauma
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
farseerBody, this);
}
foreach (Item item in Item.ItemList)
{
if (item.staticBodyConfig == null) continue;
float radius = ConvertUnits.ToSimUnits(item.staticBodyConfig.GetAttributeFloat("radius", 0.0f));
float width = ConvertUnits.ToSimUnits(item.staticBodyConfig.GetAttributeFloat("width", 0.0f));
float height = ConvertUnits.ToSimUnits(item.staticBodyConfig.GetAttributeFloat("height", 0.0f));
if (width != 0.0f && height != 0.0f)
{
FixtureFactory.AttachRectangle(width, height, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this);
}
else if (radius != 0.0f && width != 0.0f)
{
FixtureFactory.AttachRectangle(width, radius * 2, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) - Vector2.UnitX * width / 2, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) + Vector2.UnitX * width / 2, this);
}
else if (radius != 0.0f && height != 0.0f)
{
FixtureFactory.AttachRectangle(radius * 2, height, 5.0f, ConvertUnits.ToSimUnits(item.Position), farseerBody, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) - Vector2.UnitY * height / 2, this);
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position) + Vector2.UnitX * height / 2, this);
}
else if (radius != 0.0f)
{
FixtureFactory.AttachCircle(radius, 5.0f, farseerBody, ConvertUnits.ToSimUnits(item.Position), this);
}
}
}
farseerBody.BodyType = BodyType.Dynamic;
farseerBody.CollisionCategories = Physics.CollisionWall;
farseerBody.CollidesWith =