Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,292 @@
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using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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namespace Barotrauma.Items.Components
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{
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class Holdable : Pickable
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{
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//the position(s) in the item that the Character grabs
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protected Vector2[] handlePos;
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private List<RelatedItem> prevRequiredItems;
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string prevMsg;
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//the distance from the holding characters elbow to center of the physics body of the item
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protected Vector2 holdPos;
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protected Vector2 aimPos;
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//protected bool aimable;
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private bool attachable, attached, attachedByDefault;
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private PhysicsBody body;
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//the angle in which the Character holds the item
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protected float holdAngle;
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[HasDefaultValue(false, true)]
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public bool Attached
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{
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get { return attached && item.ParentInventory == null; }
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set { attached = value; }
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}
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[HasDefaultValue(false, false)]
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public bool ControlPose
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{
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get;
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set;
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}
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[HasDefaultValue(false, false)]
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public bool Attachable
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{
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get { return attachable; }
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set { attachable = value; }
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}
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[HasDefaultValue(false, false)]
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public bool AttachedByDefault
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{
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get { return attachedByDefault; }
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set { attachedByDefault = value; }
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}
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[HasDefaultValue("0.0,0.0", false)]
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public string HoldPos
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{
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get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(holdPos)); }
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set { holdPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
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}
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[HasDefaultValue("0.0,0.0", false)]
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public string AimPos
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{
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get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(aimPos)); }
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set { aimPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
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}
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[HasDefaultValue(0.0f, false)]
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public float HoldAngle
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{
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get { return MathHelper.ToDegrees(holdAngle); }
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set { holdAngle = MathHelper.ToRadians(value); }
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}
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public Holdable(Item item, XElement element)
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: base(item, element)
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{
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body = item.body;
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handlePos = new Vector2[2];
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for (int i = 1; i < 3; i++)
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{
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handlePos[i - 1] = ToolBox.GetAttributeVector2(element, "handle" + i, Vector2.Zero);
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handlePos[i - 1] = ConvertUnits.ToSimUnits(handlePos[i - 1]);
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}
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canBePicked = true;
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if (attachable)
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{
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prevRequiredItems = new List<RelatedItem>(requiredItems);
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prevMsg = Msg;
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requiredItems.Clear();
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Msg = "";
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}
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if (attachedByDefault || (Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
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//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
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//holdAngle = MathHelper.ToRadians(holdAngle);
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}
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public override void Drop(Character dropper)
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{
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DropConnectedWires(dropper);
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if (body != null) item.body = body;
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if (item.body != null) item.body.Enabled = true;
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IsActive = false;
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if (picker == null)
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{
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if (dropper == null) return;
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picker = dropper;
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}
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if (picker.Inventory == null) return;
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item.Submarine = picker.Submarine;
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if (item.body != null)
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{
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item.body.ResetDynamics();
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item.SetTransform(picker.SimPosition, 0.0f);
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}
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picker.DeselectItem(item);
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picker.Inventory.RemoveItem(item);
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picker = null;
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}
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public override void Equip(Character character)
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{
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picker = character;
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if (character != null) item.Submarine = character.Submarine;
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if (item.body == null)
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{
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if (body != null)
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{
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item.body = body;
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}
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else
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{
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return;
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}
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}
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if (!item.body.Enabled)
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{
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Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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item.SetTransform(rightHand.SimPosition, 0.0f);
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}
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bool alreadySelected = character.HasSelectedItem(item);
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if (picker.TrySelectItem(item))
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{
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item.body.Enabled = true;
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IsActive = true;
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if (!alreadySelected) Networking.GameServer.Log(character.Name + " equipped " + item.Name, Networking.ServerLog.MessageType.ItemInteraction);
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}
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}
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public override void Unequip(Character character)
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{
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if (picker == null) return;
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picker.DeselectItem(item);
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Networking.GameServer.Log(character.Name + " unequipped " + item.Name, Networking.ServerLog.MessageType.ItemInteraction);
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item.body.Enabled = false;
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IsActive = false;
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}
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public override bool Pick(Character picker)
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{
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if (!attachable)
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{
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return base.Pick(picker);
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}
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if (!base.Pick(picker))
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{
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return false;
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}
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else
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{
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requiredItems.Clear();
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Msg = "";
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}
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attached = false;
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if (body != null) item.body = body;
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//item.body.Enabled = true;
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return true;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (!attachable || item.body == null) return true;
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if (character != null && !character.IsKeyDown(InputType.Aim)) return false;
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item.Drop();
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var containedItems = item.ContainedItems;
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if (containedItems != null)
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{
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foreach (Item contained in containedItems)
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{
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if (contained.body == null) continue;
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contained.SetTransform(item.SimPosition, contained.body.Rotation);
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}
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}
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item.body.Enabled = false;
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item.body = null;
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requiredItems = new List<RelatedItem>(prevRequiredItems);
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Msg = prevMsg;
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attached = true;
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return true;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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Update(deltaTime, cam);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (item.body == null || !item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) Flip(item);
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item.Submarine = picker.Submarine;
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picker.AnimController.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
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}
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protected void Flip(Item item)
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{
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handlePos[0].X = -handlePos[0].X;
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handlePos[1].X = -handlePos[1].X;
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item.body.Dir = -item.body.Dir;
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}
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public override void OnMapLoaded()
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{
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//prevRequiredItems = new List<RelatedItem>(requiredItems);
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if (!attachable) return;
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if (Attached)
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{
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Use(1.0f);
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}
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else
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{
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if (item.ParentInventory != null)
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{
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if (body != null)
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{
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item.body = body;
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body.Enabled = false;
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}
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attached = false;
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}
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requiredItems.Clear();
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Msg = "";
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}
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}
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}
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}
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@@ -0,0 +1,261 @@
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class MeleeWeapon : Holdable
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{
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private float hitPos;
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private bool hitting;
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private Attack attack;
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private float range;
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private Character user;
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private float reload;
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private float reloadTimer;
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[HasDefaultValue(0.0f, false)]
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public float Range
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{
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get { return ConvertUnits.ToDisplayUnits(range); }
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set { range = ConvertUnits.ToSimUnits(value); }
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}
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[HasDefaultValue(0.5f, false)]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(0.0f, value); }
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}
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public MeleeWeapon(Item item, XElement element)
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: base(item, element)
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{
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//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
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attack = new Attack(subElement);
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}
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || reloadTimer>0.0f) return false;
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if (!character.IsKeyDown(InputType.Aim) || hitting) return false;
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//don't allow hitting if the character is already hitting with another weapon
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for (int i = 0; i < 2; i++ )
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{
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if (character.SelectedItems[i] == null || character.SelectedItems[i] == Item) continue;
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var otherWeapon = character.SelectedItems[i].GetComponent<MeleeWeapon>();
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if (otherWeapon == null) continue;
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if (otherWeapon.hitting) return false;
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}
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SetUser(character);
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if (hitPos < MathHelper.Pi * 0.69f) return false;
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reloadTimer = reload;
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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
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item.body.FarseerBody.OnCollision += OnCollision;
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foreach (Limb l in character.AnimController.Limbs)
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{
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//item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
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if (character.AnimController.InWater) continue;
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if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) continue;
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if (l.type == LimbType.Head || l.type == LimbType.Torso)
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{
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l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
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}
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else
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{
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l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
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}
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}
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hitting = true;
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IsActive = true;
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return false;
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}
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public override void Drop(Character dropper)
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{
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base.Drop(dropper);
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hitting = false;
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hitPos = 0.0f;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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Update(deltaTime, cam);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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reloadTimer -= deltaTime;
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if (!picker.IsKeyDown(InputType.Aim) && !hitting) hitPos = 0.0f;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) Flip(item);
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AnimController ac = picker.AnimController;
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if (!hitting)
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{
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if (picker.IsKeyDown(InputType.Aim))
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{
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hitPos = Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
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}
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else
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{
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(hitPos, 0.0f), aimPos, false, holdAngle);
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}
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}
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else
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{
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//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
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//diff.X = diff.X * ac.Dir;
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hitPos -= deltaTime*15.0f;
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//angl = -hitPos * 2.0f;
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// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
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//}
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//else
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//{
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// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
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// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
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//}
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if (hitPos < -MathHelper.PiOver4*1.2f)
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{
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RestoreCollision();
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hitting = false;
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}
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}
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}
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private void SetUser(Character character)
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{
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if (user == character) return;
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if (user != null)
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{
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foreach (Limb limb in user.AnimController.Limbs)
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{
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try
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{
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item.body.FarseerBody.RestoreCollisionWith(limb.body.FarseerBody);
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}
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catch
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{
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continue;
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}
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}
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}
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foreach (Limb limb in character.AnimController.Limbs)
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{
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item.body.FarseerBody.IgnoreCollisionWith(limb.body.FarseerBody);
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}
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user = character;
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}
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private void RestoreCollision()
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{
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item.body.FarseerBody.OnCollision -= OnCollision;
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item.body.CollisionCategories = Physics.CollisionItem;
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item.body.CollidesWith = Physics.CollisionWall;
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//foreach (Limb l in picker.AnimController.Limbs)
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//{
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// item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
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//}
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}
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private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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Character target = null;
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Limb limb = f2.Body.UserData as Limb;
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if (limb != null)
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{
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if (limb.character == picker) return false;
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target = limb.character;
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}
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else
|
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{
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return false;
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}
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|
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if (target == null)
|
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{
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target = f2.Body.UserData as Character;
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}
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if (target == null) return false;
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if (attack != null) attack.DoDamage(user, target, item.WorldPosition, 1.0f);
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RestoreCollision();
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hitting = false;
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if (GameMain.Client != null) return true;
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|
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if (GameMain.Server != null)
|
||||
{
|
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GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, target.ID });
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||||
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string logStr = picker?.Name + " used " + item.Name;
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if (item.ContainedItems != null && item.ContainedItems.Length > 0)
|
||||
{
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logStr += "(" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
|
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}
|
||||
logStr += " on " + target + ".";
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Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
|
||||
}
|
||||
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||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, limb.character);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,209 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Pickable : ItemComponent
|
||||
{
|
||||
protected Character picker;
|
||||
|
||||
protected List<InvSlotType> allowedSlots;
|
||||
|
||||
private float pickTimer;
|
||||
|
||||
|
||||
public List<InvSlotType> AllowedSlots
|
||||
{
|
||||
get { return allowedSlots; }
|
||||
}
|
||||
|
||||
public Character Picker
|
||||
{
|
||||
get { return picker; }
|
||||
}
|
||||
|
||||
public Pickable(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
allowedSlots = new List<InvSlotType>();
|
||||
|
||||
string slotString = ToolBox.GetAttributeString(element, "slots", "Any");
|
||||
string[] slotCombinations = slotString.Split(',');
|
||||
foreach (string slotCombination in slotCombinations)
|
||||
{
|
||||
string[] slots = slotCombination.Split('+');
|
||||
InvSlotType allowedSlot = InvSlotType.None;
|
||||
foreach (string slot in slots)
|
||||
{
|
||||
if (slot.ToLowerInvariant() == "bothhands")
|
||||
{
|
||||
allowedSlot = InvSlotType.LeftHand | InvSlotType.RightHand;
|
||||
}
|
||||
else
|
||||
{
|
||||
allowedSlot = allowedSlot | (InvSlotType)Enum.Parse(typeof(InvSlotType), slot.Trim());
|
||||
}
|
||||
}
|
||||
allowedSlots.Add(allowedSlot);
|
||||
}
|
||||
|
||||
canBePicked = true;
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
//return if someone is already trying to pick the item
|
||||
if (pickTimer>0.0f) return false;
|
||||
if (picker == null || picker.Inventory == null) return false;
|
||||
|
||||
if (PickingTime>0.0f)
|
||||
{
|
||||
CoroutineManager.StartCoroutine(WaitForPick(picker, PickingTime));
|
||||
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return OnPicked(picker);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private bool OnPicked(Character picker)
|
||||
{
|
||||
if (picker.Inventory.TryPutItem(item, allowedSlots))
|
||||
{
|
||||
if (!picker.HasSelectedItem(item) && item.body != null) item.body.Enabled = false;
|
||||
this.picker = picker;
|
||||
|
||||
for (int i = item.linkedTo.Count - 1; i >= 0; i--)
|
||||
{
|
||||
item.linkedTo[i].RemoveLinked(item);
|
||||
}
|
||||
item.linkedTo.Clear();
|
||||
|
||||
DropConnectedWires(picker);
|
||||
|
||||
ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private IEnumerable<object> WaitForPick(Character picker, float requiredTime)
|
||||
{
|
||||
var leftHand = picker.AnimController.GetLimb(LimbType.LeftHand);
|
||||
var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
|
||||
|
||||
pickTimer = 0.0f;
|
||||
while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim) ||
|
||||
!item.IsInPickRange(picker.WorldPosition) ||
|
||||
picker.Stun > 0.0f || picker.IsDead)
|
||||
{
|
||||
StopPicking(picker);
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
picker.UpdateHUDProgressBar(
|
||||
this,
|
||||
item.WorldPosition,
|
||||
pickTimer / requiredTime,
|
||||
Color.Red, Color.Green);
|
||||
|
||||
picker.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
picker.AnimController.TargetMovement = Vector2.Zero;
|
||||
|
||||
leftHand.Disabled = true;
|
||||
leftHand.pullJoint.Enabled = true;
|
||||
leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
|
||||
|
||||
rightHand.Disabled = true;
|
||||
rightHand.pullJoint.Enabled = true;
|
||||
rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
|
||||
|
||||
pickTimer += CoroutineManager.DeltaTime;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
StopPicking(picker);
|
||||
|
||||
if (!picker.IsRemotePlayer) OnPicked(picker);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
private void StopPicking(Character picker)
|
||||
{
|
||||
picker.AnimController.Anim = AnimController.Animation.None;
|
||||
pickTimer = 0.0f;
|
||||
}
|
||||
|
||||
protected void DropConnectedWires(Character character)
|
||||
{
|
||||
Vector2 pos = character == null ? item.SimPosition : character.SimPosition;
|
||||
|
||||
var connectionPanel = item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel == null) return;
|
||||
|
||||
foreach (Connection c in connectionPanel.Connections)
|
||||
{
|
||||
foreach (Wire w in c.Wires)
|
||||
{
|
||||
if (w == null) continue;
|
||||
|
||||
w.Item.Drop(character);
|
||||
w.Item.SetTransform(pos, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
if (picker == null)
|
||||
{
|
||||
picker = dropper;
|
||||
}
|
||||
|
||||
Vector2 bodyDropPos = Vector2.Zero;
|
||||
|
||||
if (picker == null || picker.Inventory == null)
|
||||
{
|
||||
if (item.ParentInventory != null && item.ParentInventory.Owner != null)
|
||||
{
|
||||
bodyDropPos = item.ParentInventory.Owner.SimPosition;
|
||||
|
||||
if (item.body != null) item.body.ResetDynamics();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DropConnectedWires(picker);
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
bodyDropPos = picker.SimPosition;
|
||||
|
||||
picker.Inventory.RemoveItem(item);
|
||||
picker = null;
|
||||
}
|
||||
|
||||
if (item.body != null && !item.body.Enabled)
|
||||
{
|
||||
item.body.ResetDynamics();
|
||||
item.SetTransform(bodyDropPos, 0.0f);
|
||||
item.body.Enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Particles;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Propulsion : ItemComponent
|
||||
{
|
||||
private float force;
|
||||
|
||||
private string particles;
|
||||
|
||||
private float useState;
|
||||
|
||||
private ParticlePrefab.DrawTargetType usableIn;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Force
|
||||
{
|
||||
get { return force; }
|
||||
set { force = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue("", false)]
|
||||
public string Particles
|
||||
{
|
||||
get { return particles; }
|
||||
set { particles = value; }
|
||||
}
|
||||
|
||||
public Propulsion(Item item, XElement element)
|
||||
: base(item,element)
|
||||
{
|
||||
switch (ToolBox.GetAttributeString(element, "usablein", "both").ToLowerInvariant())
|
||||
{
|
||||
case "air":
|
||||
usableIn = ParticlePrefab.DrawTargetType.Air;
|
||||
break;
|
||||
case "water":
|
||||
usableIn = ParticlePrefab.DrawTargetType.Water;
|
||||
break;
|
||||
case "both":
|
||||
default:
|
||||
usableIn = ParticlePrefab.DrawTargetType.Both;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || character.Stun>0.0f) return false;
|
||||
|
||||
IsActive = true;
|
||||
useState = 0.1f;
|
||||
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (usableIn == ParticlePrefab.DrawTargetType.Air) return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (usableIn == ParticlePrefab.DrawTargetType.Water) return true;
|
||||
}
|
||||
|
||||
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
|
||||
|
||||
Vector2 propulsion = dir * force;
|
||||
|
||||
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
|
||||
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
|
||||
|
||||
limb.body.ApplyForce(propulsion);
|
||||
}
|
||||
|
||||
character.AnimController.Collider.ApplyForce(propulsion);
|
||||
|
||||
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
|
||||
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
|
||||
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(particles))
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition,
|
||||
item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), 0.0f, item.CurrentHull);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
useState -= deltaTime;
|
||||
|
||||
if (useState <= 0.0f) IsActive = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RangedWeapon : ItemComponent
|
||||
{
|
||||
private float reload, reloadTimer;
|
||||
|
||||
private Vector2 barrelPos;
|
||||
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string BarrelPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
|
||||
set { barrelPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(1.0f, false)]
|
||||
public float Reload
|
||||
{
|
||||
get { return reload; }
|
||||
set { reload = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
public Vector2 TransformedBarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
Vector2 flippedPos = barrelPos;
|
||||
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
|
||||
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.SimPosition);
|
||||
}
|
||||
}
|
||||
|
||||
public RangedWeapon(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//barrelPos = ToolBox.GetAttributeVector2(element, "barrelpos", Vector2.Zero);
|
||||
//barrelPos = ConvertUnits.ToSimUnits(barrelPos);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
reloadTimer -= deltaTime;
|
||||
|
||||
if (reloadTimer < 0.0f)
|
||||
{
|
||||
reloadTimer = 0.0f;
|
||||
IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || reloadTimer > 0.0f) return false;
|
||||
IsActive = true;
|
||||
reloadTimer = reload;
|
||||
|
||||
List<Body> limbBodies = new List<Body>();
|
||||
foreach (Limb l in character.AnimController.Limbs)
|
||||
{
|
||||
limbBodies.Add(l.body.FarseerBody);
|
||||
}
|
||||
|
||||
float degreeOfFailure = (100.0f - DegreeOfSuccess(character))/100.0f;
|
||||
|
||||
degreeOfFailure *= degreeOfFailure;
|
||||
|
||||
if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
|
||||
}
|
||||
|
||||
Item[] containedItems = item.ContainedItems;
|
||||
if (containedItems != null)
|
||||
{
|
||||
foreach (Item projectile in containedItems)
|
||||
{
|
||||
if (projectile == null) continue;
|
||||
//find the projectile-itemcomponent of the projectile,
|
||||
//and add the limbs of the shooter to the list of bodies to be ignored
|
||||
//so that the player can't shoot himself
|
||||
Projectile projectileComponent= projectile.GetComponent<Projectile>();
|
||||
if (projectileComponent == null) continue;
|
||||
|
||||
projectile.body.ResetDynamics();
|
||||
projectile.SetTransform(TransformedBarrelPos,
|
||||
((item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi)
|
||||
+ Rand.Range(-degreeOfFailure, degreeOfFailure));
|
||||
|
||||
projectile.Use(deltaTime);
|
||||
projectileComponent.User = character;
|
||||
|
||||
projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
|
||||
|
||||
//recoil
|
||||
item.body.ApplyLinearImpulse(
|
||||
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
|
||||
|
||||
projectileComponent.IgnoredBodies = limbBodies;
|
||||
|
||||
item.RemoveContained(projectile);
|
||||
|
||||
Rope rope = item.GetComponent<Rope>();
|
||||
if (rope != null) rope.Attach(projectile);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RepairTool : ItemComponent
|
||||
{
|
||||
private readonly List<string> fixableEntities;
|
||||
|
||||
private float range;
|
||||
|
||||
private Vector2 pickedPosition;
|
||||
|
||||
private Vector2 barrelPos;
|
||||
|
||||
private string particles;
|
||||
|
||||
private float activeTimer;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set { range = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float StructureFixAmount
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float LimbFixAmount
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float ExtinquishAmount
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
[HasDefaultValue("", false)]
|
||||
public string Particles
|
||||
{
|
||||
get { return particles; }
|
||||
set { particles = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float ParticleSpeed
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string BarrelPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(barrelPos); }
|
||||
set { barrelPos = ToolBox.ParseToVector2(value); }
|
||||
}
|
||||
|
||||
public Vector2 TransformedBarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
Vector2 flippedPos = barrelPos;
|
||||
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
|
||||
return (Vector2.Transform(flippedPos, bodyTransform));
|
||||
}
|
||||
}
|
||||
|
||||
public RepairTool(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
this.item = item;
|
||||
|
||||
fixableEntities = new List<string>();
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "fixable":
|
||||
fixableEntities.Add(subElement.Attribute("name").Value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
activeTimer -= deltaTime;
|
||||
if (activeTimer <= 0.0f) IsActive = false;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim)) return false;
|
||||
|
||||
//if (DoesUseFail(Character)) return false;
|
||||
|
||||
//targetPosition = targetPosition.X, -targetPosition.Y);
|
||||
|
||||
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
|
||||
|
||||
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector2 targetPosition = item.WorldPosition;
|
||||
targetPosition += new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
|
||||
|
||||
List<Body> ignoredBodies = new List<Body>();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
|
||||
ignoredBodies.Add(limb.body.FarseerBody);
|
||||
}
|
||||
|
||||
IsActive = true;
|
||||
activeTimer = 0.1f;
|
||||
|
||||
Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
|
||||
Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
|
||||
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
Repair(rayStart - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
Repair(rayStart, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
else
|
||||
{
|
||||
Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
|
||||
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
|
||||
-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
|
||||
{
|
||||
if (ExtinquishAmount > 0.0f && item.CurrentHull != null)
|
||||
{
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f);
|
||||
|
||||
displayPos += item.CurrentHull.Submarine.Position;
|
||||
|
||||
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
|
||||
if (hull != null)
|
||||
{
|
||||
hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
|
||||
if (hull != item.CurrentHull)
|
||||
{
|
||||
item.CurrentHull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
|
||||
|
||||
if (targetBody == null || targetBody.UserData == null) return;
|
||||
|
||||
pickedPosition = Submarine.LastPickedPosition;
|
||||
|
||||
Structure targetStructure;
|
||||
Limb targetLimb;
|
||||
Item targetItem;
|
||||
if ((targetStructure = (targetBody.UserData as Structure)) != null)
|
||||
{
|
||||
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Name)) return;
|
||||
if (targetStructure.IsPlatform) return;
|
||||
|
||||
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
|
||||
if (sectionIndex < 0) return;
|
||||
|
||||
Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
|
||||
if (targetStructure.Submarine != null)
|
||||
{
|
||||
progressBarPos += targetStructure.Submarine.DrawPosition;
|
||||
}
|
||||
|
||||
var progressBar = user.UpdateHUDProgressBar(
|
||||
targetStructure,
|
||||
progressBarPos,
|
||||
1.0f - targetStructure.SectionDamage(sectionIndex) / targetStructure.Health,
|
||||
Color.Red, Color.Green);
|
||||
|
||||
if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
|
||||
|
||||
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
|
||||
|
||||
//if the next section is small enough, apply the effect to it as well
|
||||
//(to make it easier to fix a small "left-over" section)
|
||||
for (int i = -1; i < 2; i += 2)
|
||||
{
|
||||
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
|
||||
if ((sectionIndex == 1 && i == -1) ||
|
||||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
|
||||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
|
||||
{
|
||||
//targetStructure.HighLightSection(sectionIndex + i);
|
||||
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
|
||||
{
|
||||
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, user);
|
||||
}
|
||||
else if ((targetItem = (targetBody.UserData as Item)) != null)
|
||||
{
|
||||
targetItem.IsHighlighted = true;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
Gap leak = objective.OperateTarget as Gap;
|
||||
if (leak == null) return true;
|
||||
|
||||
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
|
||||
|
||||
//too far away -> consider this done and hope the AI is smart enough to move closer
|
||||
if (dist > range * 5.0f) return true;
|
||||
|
||||
//steer closer if almost in range
|
||||
if (dist > range)
|
||||
{
|
||||
Vector2 standPos = leak.isHorizontal ?
|
||||
new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
|
||||
: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
|
||||
|
||||
standPos = leak.WorldPosition + standPos * range;
|
||||
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, (standPos - character.WorldPosition) / 1000.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
//close enough -> stop moving
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
|
||||
character.CursorPosition = leak.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
|
||||
Use(deltaTime, character);
|
||||
|
||||
return leak.Open <= 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,143 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Throwable : Holdable
|
||||
{
|
||||
float throwForce;
|
||||
|
||||
float throwPos;
|
||||
|
||||
bool throwing;
|
||||
|
||||
[HasDefaultValue(1.0f, false)]
|
||||
public float ThrowForce
|
||||
{
|
||||
get { return throwForce; }
|
||||
set { throwForce = value; }
|
||||
}
|
||||
|
||||
public Throwable(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || 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;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (throwing) return;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
base.Drop(dropper);
|
||||
|
||||
throwing = false;
|
||||
throwPos = 0.0f;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
Update(deltaTime, cam);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (!item.body.Enabled) return;
|
||||
if (!picker.HasSelectedItem(item)) IsActive = false;
|
||||
|
||||
if (!picker.IsKeyDown(InputType.Aim) && !throwing) throwPos = 0.0f;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
|
||||
|
||||
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
|
||||
|
||||
AnimController ac = picker.AnimController;
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
|
||||
if (!throwing)
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim))
|
||||
{
|
||||
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;
|
||||
|
||||
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.CursorWorldPosition - picker.WorldPosition;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user