Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)

This commit is contained in:
Regalis11
2016-06-09 18:34:43 +03:00
parent 0e24eab5e3
commit 41569675f3
33 changed files with 151 additions and 117 deletions
+1 -1
View File
@@ -55,7 +55,7 @@ namespace Barotrauma
state = 2;
break;
case 2:
if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return;
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
Finished();
state = 3;
@@ -96,7 +96,7 @@ namespace Barotrauma
public override void End()
{
if (Submarine.Loaded != null && Submarine.Loaded.AtEndPosition)
if (Submarine.MainSub != null && Submarine.MainSub.AtEndPosition)
{
int deliveredItemCount = items.Count(i => i.CurrentHull != null && i.Condition > 0.0f);
@@ -44,7 +44,7 @@ namespace Barotrauma
radarPosition = monster.Position;
}
else if (GameMain.Client == null)
{ Vector2 diff = monster.WorldPosition-Submarine.Loaded.WorldPosition;
{ Vector2 diff = monster.WorldPosition - Submarine.MainSub.WorldPosition;
monster.Enabled = FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) < NetConfig.CharacterIgnoreDistance;
}
@@ -69,7 +69,7 @@ namespace Barotrauma
state = 1;
break;
case 1:
if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return;
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
ShowMessage(state);
state = 2;
break;
+1 -1
View File
@@ -83,7 +83,7 @@ namespace Barotrauma
{
if (monster.IsDead) continue;
if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.Loaded.WorldPosition) < 5000.0f) isStarted = true;
if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.MainSub.WorldPosition) < 5000.0f) isStarted = true;
monstersDead = false;
break;