v5.1.3: the upper border of the level is one continuous body instead of two separate bodies at the entrance and exit
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@@ -58,8 +58,7 @@ namespace Barotrauma
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//Vector2 diff = targetPos - sub.Position;
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float targetSpeed = 10.0f;
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Level.Loaded.ShaftBodies[0].Enabled = false;
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Level.Loaded.ShaftBodies[1].Enabled = false;
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Level.Loaded.ShaftBody.Enabled = false;
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cam.TargetPos = Vector2.Zero;
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float timer = 0.0f;
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@@ -79,7 +78,7 @@ namespace Barotrauma
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cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.UnscaledDeltaTime * 0.1f);
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Vector2 cameraPos = subs.First().Position + Submarine.MainSub.HiddenSubPosition;
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cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f);
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cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBody.Position.Y) - cam.WorldView.Height/2.0f);
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GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
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