Release v0.15.12.0
This commit is contained in:
+28
-6
@@ -11,11 +11,12 @@ namespace Barotrauma
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{
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public enum AnimationType
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{
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NotDefined,
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Walk,
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Run,
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SwimSlow,
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SwimFast
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NotDefined = 0,
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Walk = 1,
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Run = 2,
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Crouch = 3,
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SwimSlow = 4,
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SwimFast = 5
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}
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abstract class GroundedMovementParams : AnimationParams
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@@ -56,12 +57,15 @@ namespace Barotrauma
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{
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[Serialize(25.0f, true, description: "Turning speed (or rather a force applied on the main collider to make it turn). Note that you can set a limb-specific steering forces too (additional)."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float SteerTorque { get; set; }
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[Serialize(25.0f, true, description: "How much torque is used to move the legs."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float LegTorque { get; set; }
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}
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abstract class AnimationParams : EditableParams, IMemorizable<AnimationParams>
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{
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public string SpeciesName { get; private set; }
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public bool IsGroundedAnimation => AnimationType == AnimationType.Walk || AnimationType == AnimationType.Run;
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public bool IsGroundedAnimation => AnimationType == AnimationType.Walk || AnimationType == AnimationType.Run || AnimationType == AnimationType.Crouch;
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public bool IsSwimAnimation => AnimationType == AnimationType.SwimSlow || AnimationType == AnimationType.SwimFast;
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protected static Dictionary<string, Dictionary<string, AnimationParams>> allAnimations = new Dictionary<string, Dictionary<string, AnimationParams>>();
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@@ -110,11 +114,27 @@ namespace Barotrauma
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}
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}
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}
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public float TorsoAngleInRadians { get; private set; } = float.NaN;
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[Serialize(50.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float HeadTorque { get; set; }
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[Serialize(50.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float TorsoTorque { get; set; }
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[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float FootTorque { get; set; }
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[Serialize(AnimationType.NotDefined, true), Editable]
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public virtual AnimationType AnimationType { get; protected set; }
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[Serialize(1f, true, description: "How much force is used to rotate the arms to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float ArmIKStrength { get; set; }
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[Serialize(1f, true, description: "How much force is used to rotate the hands to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandIKStrength { get; set; }
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public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType}";
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public static string GetDefaultFile(string speciesName, AnimationType animType) => Path.Combine(GetFolder(speciesName), $"{GetDefaultFileName(speciesName, animType)}.xml");
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@@ -402,6 +422,8 @@ namespace Barotrauma
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return typeof(HumanWalkParams);
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case AnimationType.Run:
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return typeof(HumanRunParams);
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case AnimationType.Crouch:
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return typeof(HumanCrouchParams);
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case AnimationType.SwimSlow:
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return typeof(HumanSwimSlowParams);
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case AnimationType.SwimFast:
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-20
@@ -87,18 +87,9 @@ namespace Barotrauma
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[Serialize(8.0f, true, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float FootMoveForce { get; set; }
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[Serialize(50.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float HeadTorque { get; set; }
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[Serialize(50.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float TorsoTorque { get; set; }
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[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float TailTorque { get; set; }
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[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float FootTorque { get; set; }
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[Serialize(0.0f, true, description: "Optional torque that's constantly applied to legs."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
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public float LegTorque { get; set; }
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@@ -173,20 +164,12 @@ namespace Barotrauma
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[Editable, Serialize(true, true, description: "Should the character face towards the direction it's heading.")]
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public bool RotateTowardsMovement { get; set; }
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[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, ValueStep = 1)]
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public float TorsoTorque { get; set; }
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[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, ValueStep = 1)]
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public float HeadTorque { get; set; }
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[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, ValueStep = 1)]
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public float TailTorque { get; set; }
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[Serialize(1f, true, description: "Multiplier applied based on the angle difference between the tail and the main limb. Increasing the value prevents snake-like characters from getting tangled on themselves. Default = 1 (no boost)"), Editable(MinValueFloat = 1, MaxValueFloat = 100)]
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public float TailTorqueMultiplier { get; set; }
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[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
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public float FootTorque { get; set; }
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[Serialize(null, true), Editable]
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public string FootAngles
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@@ -224,10 +207,7 @@ namespace Barotrauma
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Dictionary<int, float> FootAnglesInRadians { get; set; }
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float TailAngle { get; set; }
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float TailAngleInRadians { get; }
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float HeadTorque { get; set; }
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float TorsoTorque { get; set; }
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float TailTorque { get; set; }
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float FootTorque { get; set; }
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bool Flip { get; set; }
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float FlipCooldown { get; set; }
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float FlipDelay { get; set; }
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+29
-37
@@ -24,6 +24,17 @@ namespace Barotrauma
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public override void StoreSnapshot() => StoreSnapshot<HumanRunParams>();
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}
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class HumanCrouchParams : HumanGroundedParams
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{
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public static HumanCrouchParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanCrouchParams>(character, AnimationType.Crouch);
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public static HumanCrouchParams GetAnimParams(Character character, string fileName = null)
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{
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return GetAnimParams<HumanCrouchParams>(character.SpeciesName, AnimationType.Crouch, fileName);
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}
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public override void StoreSnapshot() => StoreSnapshot<HumanCrouchParams>();
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}
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class HumanSwimFastParams: HumanSwimParams
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{
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public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast);
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@@ -58,9 +69,6 @@ namespace Barotrauma
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[Serialize("0.5, 0.1", true), Editable(DecimalCount = 2)]
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public Vector2 HandMoveAmount { get; set; }
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[Serialize(0.5f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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[Serialize(5.0f, true), Editable]
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public float HandCycleSpeed { get; set; }
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@@ -81,36 +89,17 @@ namespace Barotrauma
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}
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public float FootAngleInRadians { get; private set; }
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[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float FootRotateStrength { get; set; }
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[Serialize(1f, true, description: "How much force is used to move the arms."), Editable(MinValueFloat = 0, MaxValueFloat = 20, DecimalCount = 2)]
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public float ArmMoveStrength { get; set; }
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[Serialize(1f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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}
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abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
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{
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[Serialize(0.3f, true, description: "How much force is used to force the character upright."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
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public float GetUpForce { get; set; }
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// -- TODO: use a separate clip for crawling -> replace these when implemented.
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[Serialize(0.65f, true, description: "Height of the torso when crouching."), Editable(MinValueFloat = 0, MaxValueFloat = 5, DecimalCount = 2)]
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public float CrouchingTorsoPos { get; set; }
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[Serialize(0.65f, true, description: "Height of the head when crouching."), Editable(MinValueFloat = 0, MaxValueFloat = 5, DecimalCount = 2)]
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public float CrouchingHeadPos { get; set; }
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/// <summary>
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/// In degrees
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/// </summary>
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[Serialize(-10f, true, description: "Angle of the torso when crouching."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
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public float CrouchingTorsoAngle { get; set; }
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/// <summary>
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/// In degrees
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/// </summary>
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[Serialize(-10f, true, description: "Angle of the head when crouching."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
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public float CrouchingHeadAngle { get; set; }
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// --
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[Serialize(0.25f, true, description: "How much the character's head leans forwards when moving."), Editable(DecimalCount = 2)]
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public float HeadLeanAmount { get; set; }
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@@ -121,6 +110,9 @@ namespace Barotrauma
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[Serialize(15.0f, true, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float FootMoveStrength { get; set; }
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[Serialize(0f, true, description: "How much the horizontal difference of waist and the foot positions has an effect to lifting the foot."), Editable(DecimalCount = 2, ValueStep = 0.1f, MinValueFloat = 0f, MaxValueFloat = 1f)]
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public float FootLiftHorizontalFactor { get; set; }
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/// <summary>
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/// In degrees.
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/// </summary>
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@@ -135,15 +127,9 @@ namespace Barotrauma
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}
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public float FootAngleInRadians { get; private set; }
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[Serialize(20.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float FootRotateStrength { get; set; }
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[Serialize("0.0, 0.0", true, description: "Added to the calculated foot positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their feet one unit behind them."), Editable(DecimalCount = 2)]
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public Vector2 FootMoveOffset { get; set; }
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[Serialize("0.0, 0.0", true, description: "Added to the calculated foot positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their feet one unit behind them."), Editable(DecimalCount = 2)]
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public Vector2 CrouchingFootMoveOffset { get; set; }
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[Serialize(10.0f, true, description: "How much torque is used to bend the characters legs when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float LegBendTorque { get; set; }
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@@ -153,17 +139,23 @@ namespace Barotrauma
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[Serialize("-0.15, 0.0", true, description: "Added to the calculated hand positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their hands one unit behind them."), Editable(DecimalCount = 2)]
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public Vector2 HandMoveOffset { get; set; }
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[Serialize(0.7f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 2, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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[Serialize(-1.0f, true, description: "The position of the hands is clamped below this (relative to the position of the character's torso)."), Editable(DecimalCount = 2)]
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public float HandClampY { get; set; }
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[Serialize(1f, true, description: "How much force is used to move the arms."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float ArmMoveStrength { get; set; }
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[Serialize(1f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
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public float HandMoveStrength { get; set; }
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}
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public interface IHumanAnimation
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{
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float FootAngle { get; set; }
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float FootAngleInRadians { get; }
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float FootRotateStrength { get; set; }
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float ArmMoveStrength { get; set; }
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float HandMoveStrength { get; set; }
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}
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}
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