AI using ladders
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@@ -58,7 +58,31 @@ namespace Barotrauma
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objectiveManager.DoCurrentObjective(deltaTime);
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Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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float currObjectivePriority = objectiveManager.GetCurrentPriority(Character);
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float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
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steeringManager.Update(moveSpeed);
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Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X*0.5f));
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if (!Character.AnimController.InWater)
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{
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Character.AnimController.TargetMovement = new Vector2(
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Character.AnimController.TargetMovement.X,
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MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f)) * Character.SpeedMultiplier;
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Character.SpeedMultiplier = 1.0f;
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}
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if (Character.SelectedConstruction != null && Character.SelectedConstruction.GetComponent<Items.Components.Ladder>()!=null)
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{
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var currPath = (steeringManager as IndoorsSteeringManager).CurrentPath;
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if (currPath != null && currPath.CurrentNode != null && currPath.CurrentNode.Ladders != null)
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{
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Character.AnimController.TargetMovement = new Vector2( 0.0f, Math.Sign(Character.AnimController.TargetMovement.Y));
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}
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}
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if (Character.IsKeyDown(InputType.Aim))
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{
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@@ -69,10 +93,8 @@ namespace Barotrauma
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Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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float currObjectivePriority = objectiveManager.GetCurrentPriority(Character);
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float moveSpeed = MathHelper.Clamp(currObjectivePriority/10.0f, 1.0f, 3.0f);
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steeringManager.Update(moveSpeed);
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}
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public override void OnAttacked(IDamageable attacker, float amount)
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