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@@ -83,7 +83,7 @@ namespace Barotrauma
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}
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public WayPoint(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.Loaded)
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: this (rectangle, Submarine.MainSub)
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{
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if (prefab.Name.Contains("Spawn"))
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{
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@@ -306,7 +306,7 @@ namespace Barotrauma
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return editingHUD;
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}
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public static void GenerateSubWaypoints()
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public static void GenerateSubWaypoints(Submarine submarine)
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{
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if (!Hull.hullList.Any())
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{
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@@ -332,13 +332,13 @@ namespace Barotrauma
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if (hull.Rect.Width<minDist*3.0f)
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{
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new WayPoint(
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new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
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new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
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continue;
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}
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for (float x = hull.Rect.X + minDist; x <= hull.Rect.Right - minDist; x += minDist)
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{
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var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
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var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
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if (prevWaypoint != null) wayPoint.ConnectTo(prevWaypoint);
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@@ -380,7 +380,8 @@ namespace Barotrauma
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{
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var wayPoint = new WayPoint(
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new Vector2(x, borders.Y - borders.Height * i) + Submarine.HiddenSubPosition,
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SpawnType.Path, Submarine.Loaded);
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SpawnType.Path, submarine);
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if (x == borders.X + outSideWaypointInterval)
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{
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cornerWaypoint[i, 0] = wayPoint;
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@@ -401,7 +402,7 @@ namespace Barotrauma
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{
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wayPoint = new WayPoint(
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new Vector2(borders.X + borders.Width * i, y) + Submarine.HiddenSubPosition,
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SpawnType.Path, Submarine.Loaded);
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SpawnType.Path, submarine);
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if (y == borders.Y - borders.Height)
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{
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@@ -431,11 +432,11 @@ namespace Barotrauma
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stairPoints[0] = new WayPoint(
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new Vector2(stairs.Rect.X - 75.0f,
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stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, Submarine.Loaded);
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stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, submarine);
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stairPoints[1] = new WayPoint(
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new Vector2(stairs.Rect.Right + 75.0f,
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stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, Submarine.Loaded);
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stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, submarine);
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for (int i = 0; i < 2; i++ )
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{
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@@ -457,9 +458,9 @@ namespace Barotrauma
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WayPoint[] ladderPoints = new WayPoint[2];
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ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
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ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
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ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, Submarine.Loaded);
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ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, submarine);
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WayPoint prevPoint = ladderPoints[0];
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@@ -480,7 +481,7 @@ namespace Barotrauma
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var door = ((Item)pickedBody.UserData).GetComponent<Door>();
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if (door != null)
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{
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WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, Submarine.Loaded);
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WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, submarine);
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newPoint.Ladders = ladders;
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newPoint.ConnectedGap = door.LinkedGap;
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@@ -538,7 +539,7 @@ namespace Barotrauma
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if (gap.Rect.Height < 150.0f) continue;
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var wayPoint = new WayPoint(
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new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded, gap);
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new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, submarine, gap);
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for (int dir = -1; dir <= 1; dir += 2)
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{
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@@ -557,7 +558,7 @@ namespace Barotrauma
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if (gap.Rect.Width < 100.0f) continue;
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var wayPoint = new WayPoint(
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new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height/2), SpawnType.Path, Submarine.Loaded, gap);
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new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height/2), SpawnType.Path, submarine, gap);
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for (int dir = -1; dir <= 1; dir += 2)
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{
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@@ -583,35 +584,35 @@ namespace Barotrauma
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WayPoint closest = null;
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foreach (WayPoint wp in WayPointList)
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foreach (WayPoint wp in WayPointList)
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{
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if (wp.SpawnType != SpawnType.Path || wp == this) continue;
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float diff = 0.0f;
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if (horizontalSearch)
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{
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if (wp.SpawnType != SpawnType.Path || wp == this) continue;
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if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
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float diff = 0.0f;
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if (horizontalSearch)
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{
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if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
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diff = wp.Position.X - Position.X;
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}
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else
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{
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if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
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diff = wp.Position.Y - Position.Y;
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}
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if (Math.Sign(diff) != dir) continue;
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float dist = Vector2.Distance(wp.Position, Position);
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if (closest == null || dist < closestDist)
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{
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if (Submarine.CheckVisibility(SimPosition, wp.SimPosition) != null) continue;
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closestDist = dist;
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closest = wp;
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}
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diff = wp.Position.X - Position.X;
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}
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else
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{
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if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
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diff = wp.Position.Y - Position.Y;
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}
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if (Math.Sign(diff) != dir) continue;
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float dist = Vector2.Distance(wp.Position, Position);
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if (closest == null || dist < closestDist)
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{
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if (Submarine.CheckVisibility(SimPosition, wp.SimPosition) != null) continue;
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closestDist = dist;
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closest = wp;
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}
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}
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return closest;
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