(9bd8db487) Allow to aim in ladders when not moving.
This commit is contained in:
@@ -200,13 +200,9 @@ namespace Barotrauma
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{
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cam.OffsetAmount = 0.0f;
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}
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else if (SelectedConstruction != null && ViewTarget == null &&
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SelectedConstruction.Components.Any(ic => ic?.GuiFrame != null && ic.ShouldDrawHUD(this)))
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else if (SelectedConstruction != null && SelectedConstruction.Components.Any(ic => (ic.GuiFrame != null && GUI.IsMouseOn(ic.GuiFrame))))
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{
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cam.OffsetAmount = 0.0f;
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cursorPosition =
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SelectedConstruction.Position +
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new Vector2(cursorPosition.X % 10.0f, cursorPosition.Y % 10.0f); //apply a little bit of movement to the cursor pos to prevent AFK kicking
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}
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else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
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{
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@@ -214,7 +210,7 @@ namespace Barotrauma
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{
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if (deltaTime > 0.0f) cam.OffsetAmount = 0.0f;
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}
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else
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else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
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{
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Body body = Submarine.CheckVisibility(AnimController.Limbs[0].SimPosition, mouseSimPos);
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Structure structure = body == null ? null : body.UserData as Structure;
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@@ -11,16 +11,19 @@ namespace Barotrauma
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protected override void ControlInput(Camera cam)
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{
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base.ControlInput(cam);
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cam.OffsetAmount = 0;
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//if this is used, we need to implement syncing this inventory with the server
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/*Character.DisableControls = true;
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if (Character.Controlled != null)
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if (BackgroundFrame.Contains(PlayerInput.MousePosition))
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{
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if (PlayerInput.KeyHit(InputType.Select))
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cam.OffsetAmount = 0;
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//if this is used, we need to implement syncing this inventory with the server
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/*Character.DisableControls = true;
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if (Character.Controlled != null)
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{
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Character.Controlled.SelectedConstruction = null;
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}
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}*/
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if (PlayerInput.KeyHit(InputType.Select))
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{
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Character.Controlled.SelectedConstruction = null;
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}
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}*/
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}
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}
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protected override void CalculateBackgroundFrame()
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@@ -407,7 +407,7 @@ namespace Barotrauma.Lights
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/// <summary>
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/// Returns the segments that are facing towards viewPosition
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/// </summary>
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments, bool ignoreEdges)
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments)
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{
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for (int i = 0; i < 4; i++)
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{
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@@ -453,7 +453,7 @@ namespace Barotrauma.Lights
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foreach (ConvexHull hull in hulls)
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{
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hull.RefreshWorldPositions();
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hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false);
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hull.GetVisibleSegments(drawPos, visibleSegments);
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}
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//Generate new points at the intersections between segments
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@@ -84,12 +84,9 @@ namespace Barotrauma
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useExtinquisherTimer += deltaTime;
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if (useExtinquisherTimer > 2.0f) useExtinquisherTimer = 0.0f;
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character.AIController.SteeringManager.Reset();
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character.CursorPosition = fs.Position;
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character.SetInput(InputType.Aim, false, true);
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if (!character.IsClimbing)
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{
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character.AIController.SteeringManager.Reset();
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}
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extinguisher.Use(deltaTime, character);
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if (!targetHull.FireSources.Contains(fs))
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@@ -168,8 +168,11 @@ namespace Barotrauma
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// Too close -> steer away
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character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - Item.SimPosition) / 2);
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}
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if (character.IsClimbing ||
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VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4)
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else
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{
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character.AIController.SteeringManager.Reset();
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4)
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{
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repairTool.Use(deltaTime, character);
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}
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@@ -1122,18 +1122,22 @@ namespace Barotrauma
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//prevent the hands from going above the top of the ladders
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handPos.Y = Math.Min(-0.5f, handPos.Y);
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MoveLimb(leftHand,
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new Vector2(handPos.X,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
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5.2f);
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// TODO: lock only one hand when aiming?
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if (!PlayerInput.KeyDown(InputType.Aim) || Math.Abs(movement.Y) > 0.01f)
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{
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MoveLimb(leftHand,
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new Vector2(handPos.X,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
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5.2f);
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MoveLimb(rightHand,
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new Vector2(handPos.X,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
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5.2f);
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MoveLimb(rightHand,
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new Vector2(handPos.X,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
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5.2f);
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leftHand.body.ApplyTorque(Dir * 2.0f);
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rightHand.body.ApplyTorque(Dir * 2.0f);
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leftHand.body.ApplyTorque(Dir * 2.0f);
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rightHand.body.ApplyTorque(Dir * 2.0f);
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}
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Vector2 footPos = new Vector2(
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handPos.X - Dir * 0.05f,
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@@ -1647,12 +1651,13 @@ namespace Barotrauma
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Vector2 itemPos = aim ? aimPos : holdPos;
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bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
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bool isClimbing = character.IsClimbing && Math.Abs(character.AnimController.TargetMovement.Y) > 0.01f;
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float itemAngle;
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Holdable holdable = item.GetComponent<Holdable>();
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if (!character.IsClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
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if (!isClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition);
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@@ -1682,7 +1687,7 @@ namespace Barotrauma
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}
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Vector2 transformedHoldPos = shoulder.WorldAnchorA;
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if (itemPos == Vector2.Zero || character.IsClimbing || usingController)
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if (itemPos == Vector2.Zero || isClimbing || usingController)
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{
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if (character.SelectedItems[0] == item)
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{
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@@ -1771,16 +1776,17 @@ namespace Barotrauma
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item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir);
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if (character.IsClimbing) return;
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for (int i = 0; i < 2; i++)
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if (!isClimbing)
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{
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if (character.SelectedItems[i] != item) continue;
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if (itemPos == Vector2.Zero) continue;
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for (int i = 0; i < 2; i++)
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{
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if (character.SelectedItems[i] != item) continue;
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if (itemPos == Vector2.Zero) continue;
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Limb hand = (i == 0) ? rightHand : leftHand;
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Limb hand = (i == 0) ? rightHand : leftHand;
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HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
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HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
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}
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}
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}
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@@ -1147,7 +1147,7 @@ namespace Barotrauma
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{
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//Limb head = AnimController.GetLimb(LimbType.Head);
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// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
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float followMargin = 40;
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float followMargin = 30;
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if (dontFollowCursor)
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{
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AnimController.TargetDir = Direction.Right;
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@@ -303,10 +303,8 @@ namespace Barotrauma.Items.Components
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// Too close -> steer away
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character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
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}
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else if (!character.IsClimbing)
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else
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{
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// Close enough -> stop if not in ladders.
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// In ladders, we most likely want to move back and forth, because we cannot aim -> if the leak is on the side, it should get fixed.
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character.AIController.SteeringManager.Reset();
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}
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}
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@@ -317,7 +315,7 @@ namespace Barotrauma.Items.Components
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// Press the trigger only when the tool is approximately facing the target.
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// If the character is climbing, ignore the check, because we cannot aim while climbing.
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if (character.IsClimbing || VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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{
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Use(deltaTime, character);
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}
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