(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:
@@ -32,7 +32,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Camera cam;
|
||||
|
||||
private Character character;
|
||||
private Character user;
|
||||
|
||||
private Item focusTarget;
|
||||
private float targetRotation;
|
||||
@@ -43,6 +43,11 @@ namespace Barotrauma.Items.Components
|
||||
set { userPos = value; }
|
||||
}
|
||||
|
||||
public Character User
|
||||
{
|
||||
get { return user; }
|
||||
}
|
||||
|
||||
public Controller(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
@@ -79,36 +84,36 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
this.cam = cam;
|
||||
|
||||
if (character == null
|
||||
|| character.Removed
|
||||
|| character.SelectedConstruction != item
|
||||
|| !character.CanInteractWith(item))
|
||||
if (user == null
|
||||
|| user.Removed
|
||||
|| user.SelectedConstruction != item
|
||||
|| !user.CanInteractWith(item))
|
||||
{
|
||||
if (character != null)
|
||||
if (user != null)
|
||||
{
|
||||
CancelUsing(character);
|
||||
character = null;
|
||||
CancelUsing(user);
|
||||
user = null;
|
||||
}
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
user.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
if (userPos != Vector2.Zero)
|
||||
{
|
||||
Vector2 diff = (item.WorldPosition + userPos) - character.WorldPosition;
|
||||
Vector2 diff = (item.WorldPosition + userPos) - user.WorldPosition;
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
if (user.AnimController.InWater)
|
||||
{
|
||||
if (diff.Length() > 30.0f)
|
||||
{
|
||||
character.AnimController.TargetMovement = Vector2.Clamp(diff*0.01f, -Vector2.One, Vector2.One);
|
||||
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
user.AnimController.TargetMovement = Vector2.Clamp(diff*0.01f, -Vector2.One, Vector2.One);
|
||||
user.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetMovement = Vector2.Zero;
|
||||
user.AnimController.TargetMovement = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -116,27 +121,27 @@ namespace Barotrauma.Items.Components
|
||||
diff.Y = 0.0f;
|
||||
if (diff != Vector2.Zero && diff.LengthSquared() > 10.0f * 10.0f)
|
||||
{
|
||||
character.AnimController.TargetMovement = Vector2.Normalize(diff);
|
||||
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
user.AnimController.TargetMovement = Vector2.Normalize(diff);
|
||||
user.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
return;
|
||||
}
|
||||
character.AnimController.TargetMovement = Vector2.Zero;
|
||||
user.AnimController.TargetMovement = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, user);
|
||||
|
||||
if (limbPositions.Count == 0) return;
|
||||
|
||||
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
user.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
character.AnimController.ResetPullJoints();
|
||||
user.AnimController.ResetPullJoints();
|
||||
|
||||
if (dir != 0) character.AnimController.TargetDir = dir;
|
||||
if (dir != 0) user.AnimController.TargetDir = dir;
|
||||
|
||||
foreach (LimbPos lb in limbPositions)
|
||||
{
|
||||
Limb limb = character.AnimController.GetLimb(lb.limbType);
|
||||
Limb limb = user.AnimController.GetLimb(lb.limbType);
|
||||
if (limb == null || !limb.body.Enabled) continue;
|
||||
|
||||
limb.Disabled = true;
|
||||
@@ -151,19 +156,19 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override bool Use(float deltaTime, Character activator = null)
|
||||
{
|
||||
if (activator != character)
|
||||
if (activator != user)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (character == null || character.Removed ||
|
||||
character.SelectedConstruction != item || !character.CanInteractWith(item))
|
||||
if (user == null || user.Removed ||
|
||||
user.SelectedConstruction != item || !user.CanInteractWith(item))
|
||||
{
|
||||
character = null;
|
||||
user = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
item.SendSignal(0, "1", "trigger_out", character);
|
||||
item.SendSignal(0, "1", "trigger_out", user);
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
|
||||
|
||||
@@ -172,15 +177,15 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override bool SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (this.character != character)
|
||||
if (this.user != character)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.character == null || character.Removed ||
|
||||
this.character.SelectedConstruction != item || !character.CanInteractWith(item))
|
||||
if (this.user == null || character.Removed ||
|
||||
this.user.SelectedConstruction != item || !character.CanInteractWith(item))
|
||||
{
|
||||
this.character = null;
|
||||
this.user = null;
|
||||
return false;
|
||||
}
|
||||
if (character == null) return false;
|
||||
@@ -233,7 +238,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Item GetFocusTarget()
|
||||
{
|
||||
item.SendSignal(0, MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), "position_out", character);
|
||||
item.SendSignal(0, MathHelper.ToDegrees(targetRotation).ToString("G", CultureInfo.InvariantCulture), "position_out", user);
|
||||
|
||||
for (int i = item.LastSentSignalRecipients.Count - 1; i >= 0; i--)
|
||||
{
|
||||
@@ -285,23 +290,23 @@ namespace Barotrauma.Items.Components
|
||||
if (activator == null || activator.Removed) return false;
|
||||
|
||||
//someone already using the item
|
||||
if (character != null && !character.Removed)
|
||||
if (user != null && !user.Removed)
|
||||
{
|
||||
if (character == activator)
|
||||
if (user == activator)
|
||||
{
|
||||
IsActive = false;
|
||||
CancelUsing(character);
|
||||
character = null;
|
||||
CancelUsing(user);
|
||||
user = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
character = activator;
|
||||
user = activator;
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
item.SendSignal(0, "1", "signal_out", character);
|
||||
item.SendSignal(0, "1", "signal_out", user);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -734,6 +734,25 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
MoveInputQueue();
|
||||
PutItemsToLinkedContainer();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputContainer.Inventory.Items.All(i => i != null))
|
||||
{
|
||||
targetItem.Drop(dropper: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
|
||||
}
|
||||
}
|
||||
|
||||
if (targetItem.Prefab.DeconstructItems.Any())
|
||||
{
|
||||
inputContainer.Inventory.RemoveItem(targetItem);
|
||||
|
||||
@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2? PosToMaintain
|
||||
{
|
||||
get { return posToMaintain; }
|
||||
set { posToMaintain = value; }
|
||||
}
|
||||
|
||||
struct ObstacleDebugInfo
|
||||
{
|
||||
public Vector2 Point1;
|
||||
public Vector2 Point2;
|
||||
|
||||
public Vector2? Intersection;
|
||||
|
||||
public float Dot;
|
||||
|
||||
public Vector2 AvoidStrength;
|
||||
|
||||
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
|
||||
{
|
||||
Point1 = edge.Point1;
|
||||
Point2 = edge.Point2;
|
||||
Intersection = intersection;
|
||||
Dot = dot;
|
||||
AvoidStrength = avoidStrength;
|
||||
}
|
||||
}
|
||||
|
||||
//edge point 1, edge point 2, avoid strength
|
||||
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user