- Enemies wander randomly if they can't find a path to a selected attack target.

- Enemies don't select hulls as targets if they're already inside.
- FishAnimController updates the walking animation even if the character is not moving (otherwise the character would just fall down if TargetMovement is zero).
- Eating anim tweaking.
This commit is contained in:
Joonas Rikkonen
2017-06-30 17:28:52 +03:00
parent bb91c8ce75
commit 3981b4efa3
3 changed files with 17 additions and 19 deletions
@@ -213,14 +213,6 @@ namespace Barotrauma
Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
/*if (Limbs[i] == MainLimb) continue;
float dist = (MainLimb.SimPosition - Limbs[i].SimPosition).Length();
Vector2 limbPos = MainLimb.SimPosition - Vector2.Normalize(movement) * dist;
Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);*/
}
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, 0.5f);
@@ -231,7 +223,6 @@ namespace Barotrauma
void UpdateWalkAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
if (movement == Vector2.Zero) return;
float mainLimbHeight, mainLimbAngle;
if (MainLimb.type == LimbType.Torso)