Water flow logic tweaking:

- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
This commit is contained in:
Joonas Rikkonen
2017-10-10 00:34:54 +03:00
parent c444186426
commit f46dc5da28
26 changed files with 190 additions and 203 deletions
@@ -229,9 +229,9 @@ namespace Barotrauma.Particles
bool gapFound = false;
foreach (Gap gap in hullGaps)
{
if (gap.isHorizontal != (collisionNormal.X != 0.0f)) continue;
if (gap.IsHorizontal != (collisionNormal.X != 0.0f)) continue;
if (gap.isHorizontal)
if (gap.IsHorizontal)
{
if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
int gapDir = Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X);