v1.5.7.0 (Summer Update)

This commit is contained in:
Regalis11
2024-06-18 16:49:51 +03:00
parent 4a63dacbce
commit 230d1b6e78
263 changed files with 7792 additions and 2845 deletions
@@ -22,6 +22,7 @@ namespace Barotrauma
abstract class GroundedMovementParams : AnimationParams
{
[Header("Legs")]
[Serialize("1.0, 1.0", IsPropertySaveable.Yes, description: "How big steps the character takes."), Editable(DecimalCount = 2, ValueStep = 0.01f)]
public Vector2 StepSize
{
@@ -29,12 +30,14 @@ namespace Barotrauma
set;
}
[Header("Standing")]
[Serialize(0f, IsPropertySaveable.Yes, description: "How high above the ground the character's head is positioned."), Editable(DecimalCount = 2, ValueStep = 0.1f)]
public float HeadPosition { get; set; }
[Serialize(0f, IsPropertySaveable.Yes, description: "How high above the ground the character's torso is positioned."), Editable(DecimalCount = 2, ValueStep = 0.1f)]
public float TorsoPosition { get; set; }
[Header("Step lift")]
[Serialize(1f, IsPropertySaveable.Yes, description: "Separate multiplier for the head lift"), Editable(MinValueFloat = 0, MaxValueFloat = 2, ValueStep = 0.1f)]
public float StepLiftHeadMultiplier { get; set; }
@@ -50,6 +53,7 @@ namespace Barotrauma
[Serialize(2f, IsPropertySaveable.Yes, description: "How frequently the body raises when taking a step. The default is 2 (after every step)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f)]
public float StepLiftFrequency { get; set; }
[Header("Movement")]
[Serialize(0.75f, IsPropertySaveable.Yes, description: "The character's movement speed is multiplied with this value when moving backwards."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 0.99f, DecimalCount = 2)]
public float BackwardsMovementMultiplier { get; set; }
}
@@ -69,11 +73,15 @@ namespace Barotrauma
public bool IsGroundedAnimation => AnimationType is AnimationType.Walk or AnimationType.Run or AnimationType.Crouch;
public bool IsSwimAnimation => AnimationType is AnimationType.SwimSlow or AnimationType.SwimFast;
[Header("General")]
[Serialize(AnimationType.NotDefined, IsPropertySaveable.Yes), Editable]
public virtual AnimationType AnimationType { get; protected set; }
/// <summary>
/// The cached animations of all the characters that have been loaded.
/// </summary>
private static readonly Dictionary<Identifier, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<Identifier, Dictionary<string, AnimationParams>>();
[Header("Movement")]
[Serialize(1.0f, IsPropertySaveable.Yes), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = Ragdoll.MAX_SPEED, ValueStep = 0.1f)]
public float MovementSpeed { get; set; }
@@ -84,6 +92,7 @@ namespace Barotrauma
/// <summary>
/// In degrees.
/// </summary>
[Header("Standing")]
[Serialize(float.NaN, IsPropertySaveable.Yes), Editable(-360f, 360f)]
public float HeadAngle
{
@@ -122,12 +131,11 @@ namespace Barotrauma
[Serialize(50.0f, IsPropertySaveable.Yes, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
public float TorsoTorque { get; set; }
[Header("Legs")]
[Serialize(25.0f, IsPropertySaveable.Yes, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
public float FootTorque { get; set; }
[Serialize(AnimationType.NotDefined, IsPropertySaveable.Yes), Editable]
public virtual AnimationType AnimationType { get; protected set; }
[Header("Arms")]
[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to rotate the arms to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
public float ArmIKStrength { get; set; }