Lighting bugfixes, setting camera position to character on shift start

This commit is contained in:
Regalis
2015-12-26 22:35:28 +02:00
parent 064e2eadd0
commit 8c032d8368
10 changed files with 49 additions and 26 deletions

View File

@@ -1104,6 +1104,8 @@ namespace Barotrauma
{
if (controlled != this) yield return CoroutineStatus.Success;
Character.controlled = null;
float dimDuration = 8.0f;
float timer = 0.0f;
@@ -1114,13 +1116,12 @@ namespace Barotrauma
{
timer += CoroutineManager.DeltaTime;
if (controlled == this)
{
if (cam != null) cam.OffsetAmount = 0.0f;
if (cam != null) cam.OffsetAmount = 0.0f;
GameMain.LightManager.AmbientLight = Color.Lerp(prevAmbientLight, darkLight, timer / dimDuration);
}
cam.TargetPos = WorldPosition;
GameMain.LightManager.AmbientLight = Color.Lerp(prevAmbientLight, darkLight, timer / dimDuration);
yield return CoroutineStatus.Running;
}
@@ -1138,6 +1139,8 @@ namespace Barotrauma
yield return CoroutineStatus.Running;
}
cam.TargetPos = Vector2.Zero;
yield return CoroutineStatus.Success;
}