(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -35,7 +35,7 @@ namespace Barotrauma.Items.Components
private Character user;
[Serialize("0,0", false)]
[Serialize("0,0", false, description: "The position of the barrel relative to the upper left corner of the base sprite (in pixels).")]
public Vector2 BarrelPos
{
get
@@ -57,21 +57,21 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(0.0f, false)]
[Serialize(0.0f, false, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched).")]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[Serialize(5.0f, false), Editable(0.0f, 1000.0f)]
[Editable(0.0f, 1000.0f), Serialize(5.0f, false, description: "The period of time the user has to wait between shots.")]
public float Reload
{
get { return reloadTime; }
set { reloadTime = value; }
}
[Serialize("0.0,0.0", true), Editable]
[Editable, Serialize("0.0,0.0", true, description: "The range at which the barrel can rotate. TODO")]
public Vector2 RotationLimits
{
get
@@ -94,39 +94,49 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(5.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(5.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
+ " with insufficient skills to operate it. Higher values make the barrel rotate faster.")]
public float SpringStiffnessLowSkill
{
get;
private set;
}
[Serialize(2.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(2.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
+ " with sufficient skills to operate it. Higher values make the barrel rotate faster.")]
public float SpringStiffnessHighSkill
{
get;
private set;
}
[Serialize(50.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(50.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
+ " with insufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
public float SpringDampingLowSkill
{
get;
private set;
}
[Serialize(10.0f, false), Editable(0.0f, 1000.0f, DecimalCount = 2)]
[Editable(0.0f, 1000.0f, DecimalCount = 2),
Serialize(10.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
+ " with sufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
public float SpringDampingHighSkill
{
get;
private set;
}
[Serialize(1.0f, false), Editable(0.0f, 100.0f, DecimalCount = 2)]
[Editable(0.0f, 100.0f, DecimalCount = 2),
Serialize(1.0f, false, description: "Maximum angular velocity of the barrel when used by a character with insufficient skills to operate it.")]
public float RotationSpeedLowSkill
{
get;
private set;
}
[Serialize(5.0f, false), Editable(0.0f, 100.0f, DecimalCount = 2)]
[Editable(0.0f, 100.0f, DecimalCount = 2),
Serialize(5.0f, false, description: "Maximum angular velocity of the barrel when used by a character with sufficient skills to operate it."),]
public float RotationSpeedHighSkill
{
get;
@@ -134,7 +144,7 @@ namespace Barotrauma.Items.Components
}
private float baseRotationRad;
[Serialize(0.0f, true), Editable(0.0f, 360.0f)]
[Editable(0.0f, 360.0f), Serialize(0.0f, true, description: "The angle of the turret's base in degrees.")]
public float BaseRotation
{
get { return MathHelper.ToDegrees(baseRotationRad); }