- Charybdis's and coelanths can eat other creatures.
- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around. - Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction. - The scale of the characters' limbs is taken into account in EditCharacterScreen.
This commit is contained in:
@@ -485,6 +485,7 @@ namespace Barotrauma
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{
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//only one limb left, the character is now full eaten
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Entity.Spawner.AddToRemoveQueue(targetCharacter);
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selectedAiTarget = null;
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state = AIState.None;
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}
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else //sever a random joint
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@@ -15,6 +15,8 @@ namespace Barotrauma
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private float waveAmplitude;
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private float waveLength;
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private float steerTorque;
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private bool rotateTowardsMovement;
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private bool mirror, flip;
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@@ -28,13 +30,15 @@ namespace Barotrauma
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public FishAnimController(Character character, XElement element)
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: base(character, element)
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{
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waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
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waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
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waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
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waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
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steerTorque = ToolBox.GetAttributeFloat(element, "steertorque", 25.0f);
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flip = ToolBox.GetAttributeBool(element, "flip", true);
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mirror = ToolBox.GetAttributeBool(element, "mirror", false);
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flip = ToolBox.GetAttributeBool(element, "flip", true);
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mirror = ToolBox.GetAttributeBool(element, "mirror", false);
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float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
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float footRot = ToolBox.GetAttributeFloat(element, "footrotation", float.NaN);
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if (float.IsNaN(footRot))
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{
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footRotation = null;
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@@ -184,12 +188,12 @@ namespace Barotrauma
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if (rotateTowardsMovement)
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{
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Collider.SmoothRotate(movementAngle, 25.0f);
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MainLimb.body.SmoothRotate(movementAngle, 25.0f);
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MainLimb.body.SmoothRotate(movementAngle, steerTorque);
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}
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else
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{
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Collider.SmoothRotate(HeadAngle * Dir, 25.0f);
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MainLimb.body.SmoothRotate(HeadAngle * Dir, 25.0f);
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MainLimb.body.SmoothRotate(HeadAngle * Dir, steerTorque);
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}
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Limb tail = GetLimb(LimbType.Tail);
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@@ -136,6 +136,11 @@ namespace Barotrauma
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get { return body.Rotation; }
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}
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public float Scale
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{
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get { return scale; }
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}
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//where an animcontroller is trying to pull the limb, only used for debug visualization
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public Vector2 AnimTargetPos
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{
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@@ -253,24 +253,27 @@ namespace Barotrauma
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{
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continue;
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}
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jointPos.Y = -jointPos.Y;
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jointPos += limbBodyPos;
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Vector2 tformedJointPos = jointPos /= limb.Scale;
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tformedJointPos.Y = -tformedJointPos.Y;
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tformedJointPos += limbBodyPos;
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if (joint.BodyA == limb.body.FarseerBody)
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{
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float a1 = joint.UpperLimit - MathHelper.PiOver2;
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float a2 = joint.LowerLimit - MathHelper.PiOver2;
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float a3 =( a1+a2)/2.0f;
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GUI.DrawLine(spriteBatch, jointPos, jointPos + new Vector2((float)Math.Cos(a1), -(float)Math.Sin(a1)) * 30.0f, Color.Green);
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GUI.DrawLine(spriteBatch, jointPos, jointPos + new Vector2((float)Math.Cos(a2), -(float)Math.Sin(a2)) * 30.0f, Color.DarkGreen);
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float a3 = (a1 + a2) / 2.0f;
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GUI.DrawLine(spriteBatch, tformedJointPos, tformedJointPos + new Vector2((float)Math.Cos(a1), -(float)Math.Sin(a1)) * 30.0f, Color.Green);
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GUI.DrawLine(spriteBatch, tformedJointPos, tformedJointPos + new Vector2((float)Math.Cos(a2), -(float)Math.Sin(a2)) * 30.0f, Color.DarkGreen);
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GUI.DrawLine(spriteBatch, jointPos, jointPos + new Vector2((float)Math.Cos(a3), -(float)Math.Sin(a3)) * 30.0f, Color.LightGray);
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GUI.DrawLine(spriteBatch, tformedJointPos, tformedJointPos + new Vector2((float)Math.Cos(a3), -(float)Math.Sin(a3)) * 30.0f, Color.LightGray);
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}
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GUI.DrawRectangle(spriteBatch, jointPos, new Vector2(5.0f, 5.0f), Color.Red, true);
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if (Vector2.Distance(PlayerInput.MousePosition, jointPos) < 6.0f)
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GUI.DrawRectangle(spriteBatch, tformedJointPos, new Vector2(5.0f, 5.0f), Color.Red, true);
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if (Vector2.Distance(PlayerInput.MousePosition, tformedJointPos) < 10.0f)
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{
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GUI.DrawRectangle(spriteBatch, jointPos - new Vector2(3.0f, 3.0f), new Vector2(11.0f, 11.0f), Color.Red, false);
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GUI.DrawString(spriteBatch, tformedJointPos + Vector2.One*10.0f, jointPos.ToString(), Color.White, Color.Black * 0.5f);
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GUI.DrawRectangle(spriteBatch, tformedJointPos - new Vector2(3.0f, 3.0f), new Vector2(11.0f, 11.0f), Color.Red, false);
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if (PlayerInput.LeftButtonHeld())
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{
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Vector2 speed = ConvertUnits.ToSimUnits(PlayerInput.MouseSpeed);
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