New pump & railguncont sprites, saving fixes (disappearing items fixed?), moving LightManager.ViewPos to railgun when aiming, generating waypoints outside sub, easier wire node editing, characters stand when using a controller, shiftsummary crew status scrolling, stuff

This commit is contained in:
Regalis
2016-01-04 01:03:37 +02:00
parent cb1513f5e6
commit bc9ff32023
29 changed files with 279 additions and 126 deletions
@@ -81,7 +81,9 @@ namespace Barotrauma.Items.Components
return;
}
if (userPos != 0.0f && character.AnimController.Anim != AnimController.Animation.UsingConstruction)
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
if (userPos != 0.0f)
{
float torsoX = ConvertUnits.ToDisplayUnits(character.AnimController.RefLimb.SimPosition.X);
@@ -89,12 +91,16 @@ namespace Barotrauma.Items.Components
if (diff!= Vector2.Zero && diff.Length() > 10.0f)
{
character.AnimController.Anim = AnimController.Animation.None;
//character.AnimController.Anim = AnimController.Animation.None;
character.AnimController.TargetMovement = new Vector2(Math.Sign(diff.X), 0.0f);
character.AnimController.TargetDir = (Math.Sign(diff.X) == 1) ? Direction.Right : Direction.Left;
return;
}
else
{
character.AnimController.TargetMovement = Vector2.Zero;
}
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
@@ -103,6 +109,7 @@ namespace Barotrauma.Items.Components
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
character.AnimController.ResetPullJoints();
if (dir != 0) character.AnimController.TargetDir = dir;
foreach (LimbPos lb in limbPositions)
@@ -110,6 +117,8 @@ namespace Barotrauma.Items.Components
Limb limb = character.AnimController.GetLimb(lb.limbType);
if (limb == null) continue;
limb.Disabled = true;
FixedMouseJoint fmj = limb.pullJoint;
if (fmj == null) continue;
@@ -138,7 +147,7 @@ namespace Barotrauma.Items.Components
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (this.character == null || this.character!=character || this.character.SelectedConstruction!=item)
if (this.character == null || this.character != character || this.character.SelectedConstruction != item)
{
character = null;
return;
@@ -150,13 +159,13 @@ namespace Barotrauma.Items.Components
foreach (Connection c2 in c.Recipients)
{
if (c2 == null || c2.Item==null || !c2.Item.Prefab.FocusOnSelected) continue;
if (c2 == null || c2.Item == null || !c2.Item.Prefab.FocusOnSelected) continue;
Vector2 centerPos = c2.Item.WorldPosition;
if (character == Character.Controlled && cam != null)
{
Lights.LightManager.ViewPos = centerPos;
Lights.LightManager.ViewTarget = c2.Item;
cam.TargetPos = c2.Item.WorldPosition;
}