Unstable v0.10.600.0

This commit is contained in:
Juan Pablo Arce
2020-10-01 12:19:24 -03:00
parent 20a69375ca
commit ebe1ce1427
217 changed files with 4284 additions and 1547 deletions
@@ -571,12 +571,15 @@ namespace Barotrauma
[Serialize(0f, true, description: "What base priority is given to the target?"), Editable(minValue: 0f, maxValue: 1000f, ValueStep = 1, DecimalCount = 0)]
public float Priority { get; set; }
[Serialize(0f, true, description: "Generic distance that can be used for different purposes depending on the state. Eg. in Avoid state this defines the distance that the character tries to keep to the target. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
[Serialize(0f, true, description: "Generic distance that can be used for different purposes depending on the state. E.g. in Avoid state this defines the distance that the character tries to keep to the target. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
public float ReactDistance { get; set; }
[Serialize(0f, true, description: "Used for defining the attack distance for PassiveAggressive and Aggressive states. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
public float AttackDistance { get; set; }
[Serialize(0f, true, description: "Generic timer that can be used for different purposes depending on the state. E.g. in Observe state this defines how long the character in general keeps staring the targets (Some random is always applied)."), Editable]
public float Timer { get; set; }
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
@@ -464,7 +464,7 @@ namespace Barotrauma
/// <summary>
/// Should be converted to sim units.
/// </summary>
[Serialize("1.0, 1.0", true, description: "Local position of the join in the Limb2."), Editable()]
[Serialize("1.0, 1.0", true, description: "Local position of the joint in the Limb2."), Editable()]
public Vector2 Limb2Anchor { get; set; }
[Serialize(true, true), Editable]
@@ -500,6 +500,9 @@ namespace Barotrauma
[Serialize(false, false), Editable(ReadOnly = true)]
public bool WeldJoint { get; set; }
[Serialize(false, true), Editable]
public bool ClockWiseRotation { get; set; }
public JointParams(XElement element, RagdollParams ragdoll) : base(element, ragdoll) { }
}
@@ -617,6 +620,10 @@ namespace Barotrauma
[Serialize(1f, true, description:"How much damage must be done by the attack in order to be able to cut off the limb. Note that it's evaluated after the damage modifiers."), Editable(DecimalCount = 0, MinValueFloat = 0, MaxValueFloat = 1000)]
public float MinSeveranceDamage { get; set; }
//how long it takes for severed limbs to fade out
[Serialize(10f, true, "How long it takes for the severed limb to fade out"), Editable(MinValueFloat = 0, MaxValueFloat = 100, ValueStep = 1)]
public float SeveredFadeOutTime { get; set; } = 10.0f;
// Non-editable ->
// TODO: make read-only
[Serialize(0, true)]