Improved character syncing, clients can't enable monsters before the server says so

This commit is contained in:
Regalis
2016-02-08 21:59:57 +02:00
parent 6de5bac61b
commit 22fcd644ac
5 changed files with 16 additions and 7 deletions

View File

@@ -460,7 +460,7 @@ namespace Barotrauma
pos.Y = -pos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.Position.X, -limb.Position.Y), limb == RefLimb ? Color.Orange : Color.Cyan);
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), limb == RefLimb ? Color.Orange : Color.Cyan);
}
}
@@ -794,7 +794,7 @@ namespace Barotrauma
limb.body.TargetPosition = Vector2.Zero;
}
correctionMovement = Vector2.Zero;
correctionMovement = targetMovement;
return;
}
else
@@ -818,10 +818,19 @@ namespace Barotrauma
}
else
{
//clamp the magnitude of the correction movement between 0.5f - 5.0f
Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.5f, 5.0f);
newCorrectionMovement.X = Math.Max(newCorrectionMovement.X, 0.5f) * Math.Sign(newCorrectionMovement.X);
correctionMovement = Vector2.Lerp(targetMovement, newCorrectionMovement, 0.2f);
//heading in the right direction -> use the ''normal'' movement if it's faster than correctionMovement
//i.e. the character is close to the targetposition but the character is still running
if (Math.Sign(targetMovement.X)==Math.Sign(newCorrectionMovement.X))
{
newCorrectionMovement.X = Math.Max(Math.Abs(targetMovement.X), Math.Abs(newCorrectionMovement.X)) * Math.Sign(targetMovement.X);
}
//newCorrectionMovement.X = Math.Max(newCorrectionMovement.X, 0.5f) * Math.Sign(newCorrectionMovement.X);
correctionMovement = Vector2.Lerp(correctionMovement, newCorrectionMovement, 0.5f);
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
}

View File

@@ -600,7 +600,7 @@ namespace Barotrauma
AnimController.TargetMovement = targetMovement;
AnimController.IgnorePlatforms = targetMovement.Y < 0.0f;
AnimController.IgnorePlatforms = AnimController.TargetMovement.Y < 0.0f;
if (AnimController.onGround &&
!AnimController.InWater &&

View File

@@ -43,7 +43,7 @@ namespace Barotrauma
{
radarPosition = monster.Position;
}
else
else if (GameMain.Client == null)
{ Vector2 diff = monster.WorldPosition-Submarine.Loaded.WorldPosition;
monster.Enabled = FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) < NetConfig.CharacterIgnoreDistance;
}

View File

@@ -817,7 +817,7 @@ namespace Barotrauma.Networking
gameStarted = true;
GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.Position;
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.GameScreen.Select();

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