Melee weapons (+ stun baton), improved throw animation, new damage sound effects

This commit is contained in:
Regalis
2015-09-07 16:31:04 +03:00
parent b77fa5df90
commit 7eae6fb026
38 changed files with 527 additions and 163 deletions
@@ -30,6 +30,22 @@ namespace Subsurface.Items.Components
if (character == null) return false;
if (!character.GetInputState(InputType.SecondaryHeld) || throwing) return false;
//Vector2 diff = Vector2.Normalize(character.CursorPosition - character.AnimController.RefLimb.Position);
//if (character.SelectedItems[1]==item)
//{
// Limb leftHand = character.AnimController.GetLimb(LimbType.LeftHand);
// leftHand.body.ApplyLinearImpulse(diff * 20.0f);
// leftHand.Disabled = true;
//}
//if (character.SelectedItems[0] == item)
//{
// Limb rightHand = character.AnimController.GetLimb(LimbType.RightHand);
// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
// rightHand.Disabled = true;
//}
throwing = true;
isActive = true;
@@ -39,7 +55,6 @@ namespace Subsurface.Items.Components
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (throwing) return;
throwPos = 0.25f;
}
public override void Drop(Character dropper)
@@ -68,31 +83,59 @@ namespace Subsurface.Items.Components
AnimController ac = picker.AnimController;
ac.HoldItem(deltaTime, cam, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, holdAngle);
if (!throwing) return;
throwPos += deltaTime*5.0f;
Vector2 throwVector = ConvertUnits.ToSimUnits(picker.CursorPosition) - item.body.Position;
throwVector = Vector2.Normalize(throwVector);
if (handlePos[0]!=Vector2.Zero)
if (!throwing)
{
Limb leftHand = ac.GetLimb(LimbType.LeftHand);
leftHand.body.ApplyForce(throwVector*10.0f);
if (picker.GetInputState(InputType.SecondaryHeld))
{
throwPos = (float)System.Math.Min(throwPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
}
else
{
ac.HoldItem(deltaTime, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, false, 0.0f);
}
}
else
{
//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
//diff.X = diff.X * ac.Dir;
if (handlePos[1] != Vector2.Zero)
{
Limb rightHand = ac.GetLimb(LimbType.RightHand);
rightHand.body.ApplyForce(throwVector * 10.0f);
}
if (throwPos>1.0f)
{
item.Drop();
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
throwPos -= deltaTime*15.0f;
//angl = -hitPos * 2.0f;
// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, 0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
//}
//else
//{
// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
//}
if (throwPos < -0.0)
{
Vector2 throwVector = picker.CursorPosition - picker.AnimController.RefLimb.Position;
throwVector = Vector2.Normalize(throwVector);
item.Drop();
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
Limb rightHand = ac.GetLimb(LimbType.RightHand);
item.body.AngularVelocity = rightHand.body.AngularVelocity;
throwing = false;
}
}
}
}