Characters can only have one picking timer active at a time. Closes #179

This commit is contained in:
Joonas Rikkonen
2017-12-21 22:31:48 +02:00
parent 4db708335a
commit 7c37ba0955
2 changed files with 30 additions and 20 deletions
@@ -13,7 +13,6 @@ namespace Barotrauma.Items.Components
private float pickTimer;
public List<InvSlotType> AllowedSlots
{
get { return allowedSlots; }
@@ -55,13 +54,15 @@ namespace Barotrauma.Items.Components
public override bool Pick(Character picker)
{
//return if someone is already trying to pick the item
if (pickTimer>0.0f) return false;
if (pickTimer > 0.0f) return false;
if (picker == null || picker.Inventory == null) return false;
if (PickingTime>0.0f)
if (PickingTime > 0.0f)
{
CoroutineManager.StartCoroutine(WaitForPick(picker, PickingTime));
if (picker.PickingItem == null)
{
CoroutineManager.StartCoroutine(WaitForPick(picker, PickingTime));
}
return false;
}
else
@@ -104,6 +105,8 @@ namespace Barotrauma.Items.Components
private IEnumerable<object> WaitForPick(Character picker, float requiredTime)
{
picker.PickingItem = item;
var leftHand = picker.AnimController.GetLimb(LimbType.LeftHand);
var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
@@ -151,7 +154,8 @@ namespace Barotrauma.Items.Components
private void StopPicking(Character picker)
{
picker.AnimController.Anim = AnimController.Animation.None;
pickTimer = 0.0f;
picker.PickingItem = null;
pickTimer = 0.0f;
}
protected void DropConnectedWires(Character character)