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@@ -76,7 +76,7 @@
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<sound file ="Content/step.ogg"/>
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</limb>
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<limb id = "13" height="100" radius="15" mass = "6" type="Controller" attackpriority="2" impacttolerance="5000.0">
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<limb id = "13" height="130" radius="15" mass = "6" type="Controller" attackpriority="2" impacttolerance="5000.0">
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<sprite texture="Content/Characters/Human/[GENDER]head[HEADID].png" sourcerect="1,1,1,1" depth="0.0" origin="0.5,0.5"/>
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</limb>
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@@ -348,12 +348,12 @@ namespace Barotrauma
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TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
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{
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TargetMovement *= 1.7f;
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walkCycleSpeed *= 1.7f;
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walkCycleSpeed *= 2.0f;
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}
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else
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{
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TargetMovement /= 1.0f;
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walkCycleSpeed *= 1.5f;
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walkCycleSpeed *= 2.0f;
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}
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}
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@@ -414,7 +414,12 @@ namespace Barotrauma
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//if (LowestLimb == null) return;
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if (onGround) collider.body.LinearVelocity = new Vector2(movement.X * 1.5f, collider.LinearVelocity.Y);
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if (onGround)
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{
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collider.body.LinearVelocity = new Vector2(
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movement.X * 1.5f,
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collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
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}
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//float? ceilingY = null;
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//if (Submarine.PickBody(head.SimPosition, head.SimPosition + Vector2.UnitY, null, Physics.CollisionWall)!=null)
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@@ -826,14 +831,18 @@ namespace Barotrauma
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y + 0.7f), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y+0.5f), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, collider.SimPosition.Y+0.4f), 10.5f);
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MoveLimb(collider, new Vector2(ladderSimPos.X - 0.2f * Dir, collider.SimPosition.Y), 10.5f);
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Vector2 handPos = new Vector2(
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ladderSimPos.X,
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head.SimPosition.Y + movement.Y * 0.1f - ladderSimPos.Y);
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collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
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handPos.Y = Math.Min(-0.5f, handPos.Y);
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@@ -852,7 +861,7 @@ namespace Barotrauma
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Vector2 footPos = new Vector2(
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handPos.X - Dir * 0.05f,
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head.SimPosition.Y - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
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collider.SimPosition.Y + 0.7f - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
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//if (movement.Y < 0) footPos.Y += 0.05f;
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@@ -880,11 +889,12 @@ namespace Barotrauma
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Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
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? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
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Vector2 climbForce = new Vector2(0.0f, movement.Y + (inWater ? -0.05f : 0.6f)) * movementFactor;
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if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
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torso.body.ApplyForce((climbForce * 40.0f + subSpeed * 50.0f) * torso.Mass);
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head.body.SmoothRotate(0.0f);
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Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.3f) * movementFactor;
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//if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
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collider.body.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * collider.Mass);
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head.body.SmoothRotate(0.0f);
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if (!character.SelectedConstruction.Prefab.Triggers.Any())
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{
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character.SelectedConstruction = null;
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@@ -361,20 +361,30 @@ namespace Barotrauma
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}
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else if (structure.StairDirection != Direction.None)
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{
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stairs = null;
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//---------------
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float stairBottomPos = ConvertUnits.ToSimUnits(structure.Rect.Y - structure.Rect.Height + 10);
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if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f)
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{
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stairs = null;
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return false;
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}
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if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f) return false;
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if (targetMovement.Y >= 0.0f && colliderBottom.Y > ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 8.0f))
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{
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stairs = null;
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return false;
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}
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//---------------
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if (targetMovement.Y >= 0.0f && colliderBottom.Y >= ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y*5)) return false;
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//---------------
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if (contact.Manifold.LocalNormal.Y < 0.0f) return false;
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//---------------
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Vector2 normal; FarseerPhysics.Common.FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (points[0].Y > collider.SimPosition.Y) return false;
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//---------------
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stairs = structure;
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//float stairPosY = structure.StairDirection == Direction.Right ?
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