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
@@ -69,21 +69,13 @@ namespace Barotrauma
abstract class HumanSwimParams : SwimParams, IHumanAnimation
{
[Header("Legs")]
[Serialize(0.5f, IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
public float LegMoveAmount { get; set; }
[Serialize(5.0f, IsPropertySaveable.Yes), Editable]
public float LegCycleLength { get; set; }
[Serialize("0.5, 0.1", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
public Vector2 HandMoveAmount { get; set; }
[Serialize(5.0f, IsPropertySaveable.Yes), Editable]
public float HandCycleSpeed { get; set; }
[Serialize("0.0, 0.0", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
public Vector2 HandMoveOffset { get; set; }
/// <summary>
/// In degrees.
/// </summary>
@@ -96,20 +88,33 @@ namespace Barotrauma
FootAngleInRadians = MathHelper.ToRadians(value);
}
}
public float FootAngleInRadians { get; private set; }
[Header("Arms")]
[Serialize("0.5, 0.1", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
public Vector2 HandMoveAmount { get; set; }
[Serialize(5.0f, IsPropertySaveable.Yes), Editable]
public float HandCycleSpeed { get; set; }
[Serialize("0.0, 0.0", IsPropertySaveable.Yes), Editable(DecimalCount = 2)]
public Vector2 HandMoveOffset { get; set; }
[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the arms."), Editable(MinValueFloat = 0, MaxValueFloat = 20, DecimalCount = 2)]
public float ArmMoveStrength { get; set; }
[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
public float HandMoveStrength { get; set; }
[Header("Other")]
[Serialize(true, IsPropertySaveable.Yes, description: "Is the head angle fixed or does the angle follow the mouse position?"), Editable]
public bool FixedHeadAngle { get; set; }
}
abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
{
[Header("Standing")]
[Serialize(0.3f, IsPropertySaveable.Yes, description: "How much force is used to force the character upright."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float GetUpForce { get; set; }
@@ -119,6 +124,7 @@ namespace Barotrauma
[Serialize(0.25f, IsPropertySaveable.Yes, description: "How much the character's torso leans forwards when moving."), Editable(DecimalCount = 2)]
public float TorsoLeanAmount { get; set; }
[Header("Legs")]
[Serialize(15.0f, IsPropertySaveable.Yes, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float FootMoveStrength { get; set; }
@@ -152,6 +158,7 @@ namespace Barotrauma
[Serialize(10.0f, IsPropertySaveable.Yes, description: "How much torque is used to bend the characters legs when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float LegBendTorque { get; set; }
[Header("Arms")]
[Serialize("0.4, 0.15", IsPropertySaveable.Yes, description: "How much the hands move along each axis."), Editable(DecimalCount = 2)]
public Vector2 HandMoveAmount { get; set; }
@@ -167,6 +174,7 @@ namespace Barotrauma
[Serialize(1f, IsPropertySaveable.Yes, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
public float HandMoveStrength { get; set; }
[Header("Other")]
[Serialize(true, IsPropertySaveable.Yes, description: "Is the head angle fixed or does the angle follow the mouse position?"), Editable]
public bool FixedHeadAngle { get; set; }
}