(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -88,6 +88,8 @@ namespace Barotrauma
Circle, Rectangle, Capsule, HorizontalCapsule
};
public const float DefaultAngularDamping = 5.0f;
private static readonly List<PhysicsBody> list = new List<PhysicsBody>();
public static List<PhysicsBody> List
{
@@ -342,7 +344,7 @@ namespace Barotrauma
FarseerBody.BodyType = BodyType.Dynamic;
FarseerBody.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
FarseerBody.CollisionCategories = Physics.CollisionCharacter;
FarseerBody.AngularDamping = 5.0f;
FarseerBody.AngularDamping = DefaultAngularDamping;
FarseerBody.FixedRotation = true;
FarseerBody.Friction = 0.05f;
FarseerBody.Restitution = 0.05f;
@@ -370,15 +372,15 @@ namespace Barotrauma
list.Add(this);
}
public PhysicsBody(XElement element, Vector2 position, float scale=1.0f)
public PhysicsBody(XElement element, Vector2 position, float scale = 1.0f)
{
float radius = ConvertUnits.ToSimUnits(element.GetAttributeFloat("radius", 0.0f)) * scale;
float height = ConvertUnits.ToSimUnits(element.GetAttributeFloat("height", 0.0f)) * scale;
float width = ConvertUnits.ToSimUnits(element.GetAttributeFloat("width", 0.0f)) * scale;
density = element.GetAttributeFloat("density", 10.0f);
CreateBody(width, height, radius, density);
//Enum.TryParse(element.GetAttributeString("bodytype", "Dynamic"), out BodyType bodyType);
FarseerBody.BodyType = BodyType.Dynamic;
Enum.TryParse(element.GetAttributeString("bodytype", "Dynamic"), out BodyType bodyType);
FarseerBody.BodyType = bodyType;
FarseerBody.CollisionCategories = Physics.CollisionItem;
FarseerBody.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform;
FarseerBody.Friction = element.GetAttributeFloat("friction", 0.3f);