(a73e09604) Fixed inventory locking up when rewiring items with a Controller component (e.g. periscopes). Don't open the health interface by clicking on the healthbar when using a controller.
This commit is contained in:
@@ -28,6 +28,10 @@ namespace Barotrauma
|
||||
protected IndoorsSteeringManager PathSteering => HumanAIController.PathSteering;
|
||||
protected SteeringManager SteeringManager => HumanAIController.SteeringManager;
|
||||
|
||||
protected HumanAIController HumanAIController => character.AIController as HumanAIController;
|
||||
protected IndoorsSteeringManager PathSteering => HumanAIController.PathSteering;
|
||||
protected SteeringManager SteeringManager => HumanAIController.SteeringManager;
|
||||
|
||||
/// <summary>
|
||||
/// Run the main objective with all subobjectives concurrently?
|
||||
/// If false, the main objective will continue only when all the subobjectives have been removed (done).
|
||||
|
||||
+1
-1
@@ -32,7 +32,7 @@ namespace Barotrauma
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
var currentHull = character.AnimController.CurrentHull;
|
||||
if (HumanAIController.NeedsDivingGear(currentHull) && divingGearObjective == null)
|
||||
|
||||
@@ -14,7 +14,7 @@ namespace Barotrauma
|
||||
|
||||
public AIObjectiveFixLeaks(Character character) : base (character, "") { }
|
||||
|
||||
protected override bool Filter(Gap gap)
|
||||
protected override void FindTargets()
|
||||
{
|
||||
if (character.Submarine == null) { return 0; }
|
||||
if (targets.None()) { return 0; }
|
||||
|
||||
@@ -224,6 +224,8 @@ namespace Barotrauma
|
||||
targetItem = item;
|
||||
moveToTarget = rootContainer ?? item;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
//if searched through all the items and a target wasn't found, can't be completed
|
||||
if (currSearchIndex >= Item.ItemList.Count - 1 && targetItem == null)
|
||||
|
||||
@@ -11,6 +11,8 @@ namespace Barotrauma
|
||||
|
||||
private AIObjectiveFindDivingGear findDivingGear;
|
||||
|
||||
private AIObjectiveFindDivingGear findDivingGear;
|
||||
|
||||
private AIObjectiveFindDivingGear findDivingGear;
|
||||
private Vector2 targetPos;
|
||||
private bool repeat;
|
||||
@@ -224,5 +226,11 @@ namespace Barotrauma
|
||||
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
|
||||
CloseEnough = Math.Max(interactionDistance, CloseEnough);
|
||||
}
|
||||
|
||||
private void CalculateCloseEnough()
|
||||
{
|
||||
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
|
||||
CloseEnough = Math.Max(interactionDistance, CloseEnough);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,21 +53,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRandom();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsCompleted() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
|
||||
@@ -24,6 +24,10 @@ namespace Barotrauma
|
||||
|
||||
private AIObjectiveGoTo gotoObjective;
|
||||
|
||||
private bool useController;
|
||||
|
||||
private AIObjectiveGoTo gotoObjective;
|
||||
|
||||
public override bool CanBeCompleted
|
||||
{
|
||||
get
|
||||
@@ -41,6 +45,8 @@ namespace Barotrauma
|
||||
|
||||
public ItemComponent Component => component;
|
||||
|
||||
public ItemComponent Component => component;
|
||||
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||
{
|
||||
if (gotoObjective != null && !gotoObjective.CanBeCompleted) { return 0; }
|
||||
|
||||
Reference in New Issue
Block a user