Light sources now follow the direction of parent Turrets + changed Controller's output signal and Turret's input signal to an angle

This commit is contained in:
juanjp600
2018-03-07 22:53:28 -03:00
parent 3bfca8c67d
commit 82dcbc3ae8
4 changed files with 84 additions and 29 deletions
@@ -185,7 +185,14 @@ namespace Barotrauma.Items.Components
Entity focusTarget = GetFocusTarget();
if (focusTarget == null)
{
item.SendSignal(0, XMLExtensions.Vector2ToString(character.CursorWorldPosition), "position_out", character);
Vector2 centerPos = new Vector2(item.WorldRect.Center.X, item.WorldRect.Center.Y);
Vector2 offset = character.CursorWorldPosition - centerPos;
offset.Y = -offset.Y;
float targetRotation = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(offset));
item.SendSignal(0, targetRotation.ToString(), "position_out", character);
return false;
}
@@ -202,7 +209,24 @@ namespace Barotrauma.Items.Components
if (!character.IsRemotePlayer || character.ViewTarget == focusTarget)
{
item.SendSignal(0, XMLExtensions.Vector2ToString(character.CursorWorldPosition), "position_out", character);
Vector2 centerPos = new Vector2(item.WorldRect.Center.X, item.WorldRect.Center.Y);
Item targetItem = focusTarget as Item;
if (targetItem != null)
{
Turret turret = targetItem.GetComponent<Turret>();
if (turret != null)
{
centerPos = new Vector2(targetItem.WorldRect.X + turret.BarrelPos.X, targetItem.WorldRect.Y - turret.BarrelPos.Y);
}
}
Vector2 offset = character.CursorWorldPosition - centerPos;
offset.Y = -offset.Y;
float targetRotation = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(offset));
item.SendSignal(0, targetRotation.ToString(), "position_out", character);
}
return true;