Release v0.15.12.0
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+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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