(ed863473d) Added: New tutorial content & UI

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:46:13 +02:00
parent 7ea3e1b20c
commit bbfb472122
9 changed files with 330 additions and 27 deletions
@@ -1155,8 +1155,6 @@ namespace Barotrauma
removals.ForEach(r => targetMemories.Remove(r));
}
#endregion
if (toBeRemoved != null)
{
foreach (AITarget target in toBeRemoved)
@@ -1199,6 +1197,19 @@ namespace Barotrauma
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
}
#endregion
protected override void OnStateChanged(AIState from, AIState to)
{
latchOntoAI?.DeattachFromBody();
Character.AnimController.ReleaseStuckLimbs();
}
private int GetMinimumPassableHoleCount()
{
return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
}
private bool CanPassThroughHole(Structure wall, int sectionIndex)
{
int requiredHoleCount = GetMinimumPassableHoleCount();
@@ -1043,6 +1043,8 @@ namespace Barotrauma
CheckValidity();
CheckValidity();
UpdateNetPlayerPosition(deltaTime);
CheckDistFromCollider();
UpdateCollisionCategories();
@@ -1354,6 +1356,17 @@ namespace Barotrauma
SetInitialLimbPositions();
return;
}
UpdateProjSpecific(deltaTime);
}
private void CheckValidity()
{
CheckValidity(Collider);
foreach (Limb limb in limbs)
{
if (limb.body == null || !limb.body.Enabled) { continue; }
CheckValidity(limb.body);
}
}
partial void UpdateProjSpecific(float deltaTime);
@@ -191,6 +191,9 @@ namespace Barotrauma.Items.Components
if (nodes.Count > 0 && nodes[0] == nodePos) break;
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
if (nodes.Count > 0 && nodes[0] == nodePos) break;
if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
int newNodeIndex = 0;
if (nodes.Count > 1)
@@ -195,6 +195,9 @@ namespace Barotrauma
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
bool underWater = hull == null || explosionPos.Y < hull.Surface;
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
bool underWater = hull == null || explosionPos.Y < hull.Surface;
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
@@ -84,6 +84,18 @@ namespace Barotrauma
private set;
}
public Vector2 LinearVelocity
{
get;
private set;
}
public float AngularVelocity
{
get;
private set;
}
public readonly float Timestamp;
public readonly UInt16 ID;