Human AI with pathfinding and room hazard avoidance
This commit is contained in:
@@ -210,7 +210,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
float rightWireX = x+width / 2 + wireInterval;
|
||||
float leftWireX = x + width / 2 - wireInterval;
|
||||
foreach (Connection c in panel.connections)
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
//if dragging a wire, let the Inventory know so that the wire can be
|
||||
//dropped or dragged from the panel to the players inventory
|
||||
@@ -250,7 +250,7 @@ namespace Barotrauma.Items.Components
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
if (equippedWire!=null)
|
||||
{
|
||||
if (panel.connections.Find(c => c.Wires.Contains(equippedWire)) == null)
|
||||
if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
|
||||
{
|
||||
DrawWire(spriteBatch, equippedWire.Item, equippedWire.Item,
|
||||
new Vector2(x + width / 2, y + height - 100),
|
||||
|
||||
Reference in New Issue
Block a user