Release v0.15.13.0
This commit is contained in:
@@ -104,6 +104,7 @@ namespace Barotrauma
|
||||
!pathSteering.CurrentPath.Unreachable &&
|
||||
(!requireNonDirty || !pathSteering.IsPathDirty);
|
||||
|
||||
public bool IsCurrentPathNullOrUnreachable => IsCurrentPathUnreachable || steeringManager is IndoorsSteeringManager pathSteering && pathSteering.CurrentPath == null;
|
||||
public bool IsCurrentPathUnreachable => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Unreachable;
|
||||
public bool IsCurrentPathFinished => steeringManager is IndoorsSteeringManager pathSteering && !pathSteering.IsPathDirty && pathSteering.CurrentPath != null && pathSteering.CurrentPath.Finished;
|
||||
|
||||
@@ -431,7 +432,7 @@ namespace Barotrauma
|
||||
Vector2 diff = EscapeTarget.WorldPosition - Character.WorldPosition;
|
||||
float sqrDist = diff.LengthSquared();
|
||||
bool isClose = sqrDist < MathUtils.Pow2(100);
|
||||
if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathUnreachable || IsCurrentPathFinished)
|
||||
if (Character.CurrentHull == null || isClose && !isClosedDoor || pathSteering == null || IsCurrentPathNullOrUnreachable || IsCurrentPathFinished)
|
||||
{
|
||||
// Very close to the target, outside, or at the end of the path -> try to steer through the gap
|
||||
SteeringManager.Reset();
|
||||
|
||||
Reference in New Issue
Block a user