(248ac43ed) Added inventory icons for Physicorium items armor, helmet, ammunition box and spear + normal and explosive spear (not yet implemented)

This commit is contained in:
Joonas Rikkonen
2019-04-06 17:46:42 +03:00
parent 6fed28e80b
commit f958f5fb44
5 changed files with 49 additions and 222 deletions
@@ -289,8 +289,6 @@ namespace Barotrauma
public override void OnAttacked(Character attacker, AttackResult attackResult)
{
// Damage from falling etc.
if (Character.LastDamageSource == null) { return; }
float damage = attackResult.Damage;
if (damage <= 0) { return; }
if (attacker == null || attacker.IsDead || attacker.Removed)
@@ -43,80 +43,11 @@ namespace Barotrauma
private set;
}
/// <summary>
/// Returns true if the current or the next node is in ladders.
/// </summary>
public bool InLadders =>
currentPath != null &&
currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null ||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
public bool InLadders => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Ladders != null;
public bool IsNextNodeLadder => currentPath.NextNode != null && currentPath.CurrentNode.Ladders != null;
public bool IsNextLadderSameAsCurrent => IsNextNodeLadder && currentPath.CurrentNode.Ladders == currentPath.NextNode.Ladders;
/// <summary>
/// Returns true if the current or the next node is in stairs.
/// </summary>
public bool InStairs =>
currentPath != null &&
currentPath.CurrentNode != null && (currentPath.CurrentNode.Stairs != null ||
(currentPath.NextNode != null && currentPath.NextNode.Stairs != null));
public bool IsNextNodeLadder
{
get
{
if (currentPath == null) { return false; }
if (currentPath.NextNode == null) { return false; }
if (currentPath.NextNode.Ladders != null)
{
return true;
}
else
{
// Check if the node after the next node is ladder.
int index = currentPath.CurrentIndex + 2;
if (currentPath.Nodes.Count > index)
{
var node = currentPath.Nodes[index];
if (node == null) { return false; }
// Only applied if the node is close enough to the current node.
if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
return node.Ladders != null;
}
return false;
}
}
}
public bool IsNextLadderSameAsCurrent
{
get
{
if (currentPath == null) { return false; }
if (currentPath.CurrentNode == null) { return false; }
if (currentPath.NextNode == null) { return false; }
var currentLadder = currentPath.CurrentNode.Ladders;
if (currentLadder == null) { return false; }
var nextLadder = currentPath.NextNode.Ladders;
if (nextLadder != null)
{
return currentLadder == nextLadder;
}
else
{
// Check if the node after the next node is in the same ladder as the current.
int index = currentPath.CurrentIndex + 2;
if (currentPath.Nodes.Count > index)
{
var node = currentPath.Nodes[index];
if (node == null) { return false; }
// Only applied if the node is close enough to the current node.
if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
nextLadder = node.Ladders;
return nextLadder != null && nextLadder == currentLadder;
}
return false;
}
}
}
public bool InStairs => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null;
public IndoorsSteeringManager(ISteerable host, bool canOpenDoors, bool canBreakDoors) : base(host)
{
@@ -242,7 +173,7 @@ namespace Barotrauma
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
bool nextLadderSamesCurrent = IsNextLadderSameAsCurrent;
if (nextLadderSamesCurrent)
if (IsNextLadderSameAsCurrent)
{
//climbing ladders -> don't move horizontally
diff.X = 0.0f;
@@ -260,14 +191,14 @@ namespace Barotrauma
bool aboveFloor = heightFromFloor > 0.0f && heightFromFloor < collider.height * 1.5f;
if (aboveFloor || IsNextNodeLadder)
{
if (!nextLadderSamesCurrent)
if (!IsNextLadderSameAsCurrent)
{
character.AnimController.Anim = AnimController.Animation.None;
}
currentPath.SkipToNextNode();
}
}
else if (nextLadderSamesCurrent)
else if (IsNextLadderSameAsCurrent)
{
//if the current node is below the character and the next one is above (or vice versa)
//and both are on ladders, we can skip directly to the next one