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
@@ -816,7 +816,7 @@ namespace Barotrauma
headInWater = false;
inWater = false;
if (currentHull.Volume > currentHull.FullVolume * 0.95f)
if (currentHull.WaterVolume > currentHull.Volume * 0.95f)
{
inWater = true;
}
@@ -836,7 +836,7 @@ namespace Barotrauma
}
if (currentHull == null ||
currentHull.Volume > currentHull.FullVolume * 0.95f ||
currentHull.WaterVolume > currentHull.Volume * 0.95f ||
ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y)
{
Collider.ApplyWaterForces();
@@ -858,7 +858,7 @@ namespace Barotrauma
limb.inWater = true;
if (limb.type == LimbType.Head) headInWater = true;
}
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
else if (limbHull.WaterVolume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
{
if (limb.Position.Y < limbHull.Surface)
{