(de26bb46c) AutoScale CustomInterface texts to prevent overflows
This commit is contained in:
@@ -53,9 +53,13 @@ namespace Barotrauma
|
||||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if any node in the path is in stairs
|
||||
/// Returns true if the previous, current or the next node is in stairs.
|
||||
/// </summary>
|
||||
public bool InStairs => currentPath != null && currentPath.Nodes.Any(n => n.Stairs != null);
|
||||
public bool InStairs =>
|
||||
currentPath != null && (
|
||||
currentPath.PrevNode != null && currentPath.PrevNode.Stairs != null ||
|
||||
currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null ||
|
||||
currentPath.NextNode != null && currentPath.NextNode.Stairs != null);
|
||||
|
||||
public bool IsNextNodeLadder
|
||||
{
|
||||
@@ -300,9 +304,7 @@ namespace Barotrauma
|
||||
float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X);
|
||||
bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
|
||||
bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
|
||||
float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
|
||||
float targetDistance = collider.radius * margin;
|
||||
if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh)
|
||||
if (currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null)
|
||||
{
|
||||
float multiplierX = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
|
||||
float multiplierY = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.Y) / 10, 0, 1));
|
||||
|
||||
Reference in New Issue
Block a user