Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)

This commit is contained in:
Regalis
2015-11-10 22:22:26 +02:00
parent cd48d12be6
commit 4d949e3be1
89 changed files with 977 additions and 622 deletions
@@ -37,13 +37,13 @@ namespace Barotrauma
//the duration is determined by the attackDuration of the attacking limb
private float attackTimer;
//a "cooldown time" after an attack during which the character doesn't try to attack again
//a "cooldown time" after an attack during which the Character doesn't try to attack again
private float attackCoolDown;
private float coolDownTimer;
//a point in a wall which the character is currently targeting
//a point in a wall which the Character is currently targeting
private Vector2 wallAttackPos;
//the entity (a wall) which the character is targeting
//the entity (a wall) which the Character is targeting
private IDamageable targetEntity;
//the limb selected for the current attack
@@ -226,7 +226,7 @@ namespace Barotrauma
private void GetTargetEntity()
{
targetEntity = null;
//check if there's a wall between the target and the character
//check if there's a wall between the target and the Character
Vector2 rayStart = Character.AnimController.Limbs[0].SimPosition;
Vector2 rayEnd = selectedAiTarget.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
@@ -313,7 +313,7 @@ namespace Barotrauma
}
else
{
//limb.body.ApplyTorque(limb.Mass * -20.0f * character.animController.Dir * dir);
//limb.body.ApplyTorque(limb.Mass * -20.0f * Character.animController.Dir * dir);
}
Vector2 diff = attackPosition - limb.SimPosition;
@@ -341,7 +341,7 @@ namespace Barotrauma
}
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the character can see/hear the target and chooses the most preferable target within
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
public void UpdateTargets(Character character)
{
@@ -370,7 +370,7 @@ namespace Barotrauma
Character targetCharacter = target.Entity as Character;
//ignore the aitarget if it is the character itself
//ignore the aitarget if it is the Character itself
if (targetCharacter == character) continue;
if (targetCharacter!=null)
@@ -381,7 +381,7 @@ namespace Barotrauma
}
else if (target.Entity!=null && attackRooms!=0.0f)
{
//skip the target if it's the room the character is inside of
//skip the target if it's the room the Character is inside of
if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue;
valueModifier = attackRooms;
@@ -407,7 +407,7 @@ namespace Barotrauma
//if (targetCharacter != null)
//{
// //if target is a character that isn't visible, ignore
// //if target is a Character that isn't visible, ignore
// if (closestStructure != null) continue;
// //prefer targets with low health
@@ -542,11 +542,6 @@ namespace Barotrauma
AiState newState = AiState.None;
Vector2 newWallAttackPos = Vector2.Zero;
float wanderAngle;
float updateTargetsTimer, raycastTimer, coolDownTimer;
Vector2 newVelocity = Vector2.Zero;
Vector2 targetPosition = Vector2.Zero;
ushort targetID;
@@ -590,10 +585,10 @@ namespace Barotrauma
}
}
//the "memory" of the character
//the "memory" of the Character
//keeps track of how preferable it is to attack a specific target
//(if the character can't inflict much damage the target, the priority decreases
//and if the target attacks the character, the priority increases)
//(if the Character can't inflict much damage the target, the priority decreases
//and if the target attacks the Character, the priority increases)
class AITargetMemory
{
//private AITarget target;
@@ -141,7 +141,7 @@ namespace Barotrauma
if (startNode==null || endNode==null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find matching pathnodes to waypoints");
return new SteeringPath();;
return new SteeringPath();
}
}