Changes to collider behavior
The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore. Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching. I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
This commit is contained in:
@@ -13,7 +13,8 @@
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swimspeed="2.0"
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impacttolerance="7.5">
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<collider height="100" radius="15"/>
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<collider height="80" radius="15"/>
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<collider height="40" radius="15"/>
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<!-- head -->
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<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
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@@ -13,7 +13,8 @@
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swimspeed="2.5"
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impacttolerance="7.5">
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<collider height="100" radius="15"/>
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<collider height="80" radius="15"/>
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<collider height="40" radius="15"/>
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<!-- head -->
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<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
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@@ -14,7 +14,8 @@
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walkspeed="1.2"
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swimspeed="2.5">
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<collider height="100" radius="15"/>
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<collider height="80" radius="15"/>
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<collider height="40" radius="15"/>
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<!-- head -->
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<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
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@@ -51,17 +51,17 @@ namespace Barotrauma
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if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
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{
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collider.FarseerBody.FixedRotation = false;
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Collider.FarseerBody.FixedRotation = false;
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if (character.IsRemotePlayer)
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{
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MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
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MainLimb.pullJoint.Enabled = true;
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}
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else
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{
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collider.LinearVelocity = (MainLimb.SimPosition - collider.SimPosition) * 60.0f;
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collider.SmoothRotate(MainLimb.Rotation);
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Collider.LinearVelocity = (MainLimb.SimPosition - Collider.SimPosition) * 60.0f;
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Collider.SmoothRotate(MainLimb.Rotation);
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}
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if (stunTimer > 0)
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@@ -73,16 +73,16 @@ namespace Barotrauma
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}
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//re-enable collider
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if (!collider.FarseerBody.Enabled)
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if (!Collider.FarseerBody.Enabled)
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{
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var lowestLimb = FindLowestLimb();
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collider.SetTransform(new Vector2(
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collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)),
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Collider.SetTransform(new Vector2(
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Collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
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0.0f);
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collider.FarseerBody.Enabled = true;
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Collider.FarseerBody.Enabled = true;
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}
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ResetPullJoints();
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@@ -96,20 +96,20 @@ namespace Barotrauma
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if (inWater)
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{
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collider.FarseerBody.FixedRotation = false;
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Collider.FarseerBody.FixedRotation = false;
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UpdateSineAnim(deltaTime);
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}
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else if (currentHull != null && CanEnterSubmarine)
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{
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if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f)
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if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, 0.0f)) > 0.001f)
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{
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//rotate collider back upright
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collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 60.0f;
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collider.FarseerBody.FixedRotation = false;
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Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f) * 60.0f;
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Collider.FarseerBody.FixedRotation = false;
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}
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else
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{
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collider.FarseerBody.FixedRotation = true;
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Collider.FarseerBody.FixedRotation = true;
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}
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UpdateWalkAnim(deltaTime);
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@@ -172,7 +172,7 @@ namespace Barotrauma
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movement = TargetMovement*swimSpeed;
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MainLimb.pullJoint.Enabled = true;
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MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
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if (movement.LengthSquared() < 0.00001f) return;
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@@ -180,12 +180,12 @@ namespace Barotrauma
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if (rotateTowardsMovement)
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{
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collider.SmoothRotate(movementAngle, 25.0f);
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Collider.SmoothRotate(movementAngle, 25.0f);
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MainLimb.body.SmoothRotate(movementAngle, 25.0f);
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}
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else
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{
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collider.SmoothRotate(HeadAngle * Dir, 25.0f);
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Collider.SmoothRotate(HeadAngle * Dir, 25.0f);
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MainLimb.body.SmoothRotate(HeadAngle * Dir, 25.0f);
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}
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@@ -216,7 +216,7 @@ namespace Barotrauma
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Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
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}
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collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement, 0.5f);
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Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, 0.5f);
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floorY = Limbs[0].SimPosition.Y;
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}
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@@ -242,9 +242,9 @@ namespace Barotrauma
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MainLimb.body.SmoothRotate(mainLimbAngle * Dir, 50.0f);
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collider.LinearVelocity = new Vector2(
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Collider.LinearVelocity = new Vector2(
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movement.X,
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collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
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Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
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MainLimb.MoveToPos(GetColliderBottom() + Vector2.UnitY * mainLimbHeight, 10.0f);
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@@ -54,21 +54,25 @@ namespace Barotrauma
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public override void UpdateAnim(float deltaTime)
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{
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if (Frozen) return;
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levitatingCollider = true;
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ColliderIndex = Crouching ? 1 : 0;
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if (!Crouching && ColliderIndex == 1) Crouching = true;
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if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
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{
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collider.FarseerBody.FixedRotation = false;
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Collider.FarseerBody.FixedRotation = false;
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if (character.IsRemotePlayer)
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/*if (character.IsRemotePlayer)
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{
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MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
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MainLimb.pullJoint.Enabled = true;
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}
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else
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{
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collider.LinearVelocity = (GetLimb(LimbType.Waist).SimPosition - collider.SimPosition) * 20.0f;
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collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation);
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}
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{*/
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Collider.LinearVelocity = (GetLimb(LimbType.Waist).SimPosition - Collider.SimPosition) * 20.0f;
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Collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation);
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//}
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if (stunTimer > 0)
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{
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@@ -90,39 +94,39 @@ namespace Barotrauma
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if (!character.IsRemotePlayer || true)
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{
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//re-enable collider
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if (!collider.FarseerBody.Enabled)
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if (!Collider.FarseerBody.Enabled)
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{
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var lowestLimb = FindLowestLimb();
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collider.SetTransform(new Vector2(
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collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)),
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collider.Rotation);
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Collider.SetTransform(new Vector2(
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Collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
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Collider.Rotation);
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collider.FarseerBody.Enabled = true;
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Collider.FarseerBody.Enabled = true;
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}
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if (swimming)
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{
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collider.FarseerBody.FixedRotation = false;
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Collider.FarseerBody.FixedRotation = false;
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}
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else if (!collider.FarseerBody.FixedRotation)
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else if (!Collider.FarseerBody.FixedRotation)
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{
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if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f)
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if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, 0.0f)) > 0.001f)
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{
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//rotate collider back upright
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collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 10.0f;
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collider.FarseerBody.FixedRotation = false;
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Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f) * 10.0f;
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Collider.FarseerBody.FixedRotation = false;
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}
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else
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{
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collider.FarseerBody.FixedRotation = true;
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Collider.FarseerBody.FixedRotation = true;
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}
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}
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}
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else
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{
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collider.FarseerBody.Enabled = false;
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Collider.FarseerBody.Enabled = false;
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}
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if (character.LockHands)
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@@ -165,6 +169,7 @@ namespace Barotrauma
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switch (Anim)
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{
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case Animation.Climbing:
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levitatingCollider = false;
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UpdateClimbing();
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break;
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case Animation.UsingConstruction:
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@@ -210,7 +215,7 @@ namespace Barotrauma
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}
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aiming = false;
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if (character.IsRemotePlayer && GameMain.Server == null) collider.LinearVelocity = Vector2.Zero;
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if (character.IsRemotePlayer && GameMain.Server == null) Collider.LinearVelocity = Vector2.Zero;
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}
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@@ -240,12 +245,12 @@ namespace Barotrauma
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{
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TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
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if ((TargetMovement.X > 0.0f && stairs.StairDirection == Direction.Right) ||
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/*if ((TargetMovement.X > 0.0f && stairs.StairDirection == Direction.Right) ||
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TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
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{
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TargetMovement *= 1.7f;
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//walkCycleSpeed *= 1.0f;
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}
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}*/
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}
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Vector2 colliderPos = GetColliderBottom();
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@@ -308,14 +313,14 @@ namespace Barotrauma
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if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
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{
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//move slower if collider isn't upright
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float rotationFactor = (float)Math.Abs(Math.Cos(collider.Rotation));
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float rotationFactor = (float)Math.Abs(Math.Cos(Collider.Rotation));
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collider.LinearVelocity = new Vector2(
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Collider.LinearVelocity = new Vector2(
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movement.X * rotationFactor,
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collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
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Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
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}
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ClimbOverObstacles();
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//ClimbOverObstacles();
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getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
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@@ -323,8 +328,8 @@ namespace Barotrauma
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head.pullJoint.Enabled = true;
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waist.pullJoint.Enabled = true;
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collider.FarseerBody.Friction = 0.05f;
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collider.FarseerBody.Restitution = 0.05f;
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Collider.FarseerBody.Friction = 0.05f;
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Collider.FarseerBody.Restitution = 0.05f;
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if (stairs != null)
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{
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@@ -486,11 +491,11 @@ namespace Barotrauma
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private void ClimbOverObstacles()
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{
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if (collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return;
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if (Collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return;
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//check if the collider is touching a suitable obstacle to climb over
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Vector2? handle = null;
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FarseerPhysics.Dynamics.Contacts.ContactEdge ce = collider.FarseerBody.ContactList;
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FarseerPhysics.Dynamics.Contacts.ContactEdge ce = Collider.FarseerBody.ContactList;
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while (ce != null && ce.Contact != null)
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{
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if (ce.Contact.Enabled && ce.Contact.IsTouching && ce.Contact.FixtureA.CollisionCategories.HasFlag(Physics.CollisionWall))
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@@ -500,7 +505,7 @@ namespace Barotrauma
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ce.Contact.GetWorldManifold(out contactNormal, out contactPos);
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//only climb if moving towards the obstacle
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if (Math.Sign(contactPos[0].X - collider.SimPosition.X) == Math.Sign(movement.X) &&
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if (Math.Sign(contactPos[0].X - Collider.SimPosition.X) == Math.Sign(movement.X) &&
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(handle == null || contactPos[0].Y > ((Vector2)handle).Y))
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{
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handle = contactPos[0];
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@@ -516,7 +521,7 @@ namespace Barotrauma
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//the contact point should be higher than the bottom of the collider
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if (((Vector2)handle).Y < colliderBottomY + 0.01f ||
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((Vector2)handle).Y > collider.SimPosition.Y) return;
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((Vector2)handle).Y > Collider.SimPosition.Y) return;
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//find the height of the floor below the torso
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//(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it)
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@@ -525,7 +530,7 @@ namespace Barotrauma
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if (obstacleY > colliderBottomY)
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{
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//higher vertical velocity for taller obstacles
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collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
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Collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
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onGround = true;
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}
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}
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@@ -543,7 +548,7 @@ namespace Barotrauma
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if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f))
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{
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surfaceLimiter = (ConvertUnits.ToDisplayUnits(collider.SimPosition.Y + 0.4f) - surfaceY);
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surfaceLimiter = (ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 0.4f) - surfaceY);
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surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
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if (surfaceLimiter > 50.0f) return;
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}
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@@ -554,7 +559,7 @@ namespace Barotrauma
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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Limb rightFoot = GetLimb(LimbType.RightFoot);
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float rotation = MathHelper.WrapAngle(collider.Rotation);
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float rotation = MathHelper.WrapAngle(Collider.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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@@ -574,7 +579,7 @@ namespace Barotrauma
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if (!aiming)
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{
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float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2;
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collider.SmoothRotate(newRotation, 5.0f);
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Collider.SmoothRotate(newRotation, 5.0f);
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//torso.body.SmoothRotate(newRotation);
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}
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@@ -589,12 +594,12 @@ namespace Barotrauma
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TargetMovement = new Vector2(0.0f, -0.1f);
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float newRotation = MathUtils.VectorToAngle(diff);
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collider.SmoothRotate(newRotation, 5.0f);
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Collider.SmoothRotate(newRotation, 5.0f);
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}
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}
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torso.body.SmoothRotate(collider.Rotation);
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torso.body.MoveToPos(collider.SimPosition + new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation))*0.4f, 5.0f);
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torso.body.SmoothRotate(Collider.Rotation);
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torso.body.MoveToPos(Collider.SimPosition + new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation))*0.4f, 5.0f);
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if (TargetMovement == Vector2.Zero) return;
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@@ -626,11 +631,11 @@ namespace Barotrauma
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement * swimSpeed, movementLerp);
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Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement * swimSpeed, movementLerp);
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}
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walkPos += movement.Length() * 0.15f;
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footPos = collider.SimPosition - new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation)) * 0.4f;
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footPos = Collider.SimPosition - new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * 0.4f;
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var rightThigh = GetLimb(LimbType.RightThigh);
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var leftThigh = GetLimb(LimbType.LeftThigh);
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@@ -641,7 +646,7 @@ namespace Barotrauma
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Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f);
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transformedFootPos = Vector2.Transform(
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transformedFootPos,
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Matrix.CreateRotationZ(collider.Rotation));
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Matrix.CreateRotationZ(Collider.Rotation));
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MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
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MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
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@@ -742,20 +747,20 @@ namespace Barotrauma
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y + 0.7f), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y+0.5f), 10.5f);
|
||||
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, collider.SimPosition.Y+0.4f), 10.5f);
|
||||
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.7f), 10.5f);
|
||||
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y+0.5f), 10.5f);
|
||||
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y+0.4f), 10.5f);
|
||||
|
||||
if (!character.IsRemotePlayer)
|
||||
{
|
||||
collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, collider.SimPosition.Y), 10.5f);
|
||||
Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, Collider.SimPosition.Y), 10.5f);
|
||||
}
|
||||
|
||||
bool slide = targetMovement.Y < -1.1f;
|
||||
|
||||
Vector2 handPos = new Vector2(
|
||||
ladderSimPos.X,
|
||||
collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
|
||||
Collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
|
||||
|
||||
handPos.Y = Math.Min(-0.5f, handPos.Y);
|
||||
|
||||
@@ -774,7 +779,7 @@ namespace Barotrauma
|
||||
|
||||
Vector2 footPos = new Vector2(
|
||||
handPos.X - Dir * 0.05f,
|
||||
collider.SimPosition.Y + 0.7f - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
|
||||
Collider.SimPosition.Y + 0.7f - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
|
||||
|
||||
//if (movement.Y < 0) footPos.Y += 0.05f;
|
||||
|
||||
@@ -805,7 +810,7 @@ namespace Barotrauma
|
||||
//if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
|
||||
|
||||
//apply forces to the collider to move the Character up/down
|
||||
collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * collider.Mass);
|
||||
Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
|
||||
head.body.SmoothRotate(0.0f);
|
||||
|
||||
if (!character.SelectedConstruction.Prefab.Triggers.Any())
|
||||
@@ -907,10 +912,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
float dist = Vector2.Distance(target.SimPosition, collider.SimPosition);
|
||||
float dist = Vector2.Distance(target.SimPosition, Collider.SimPosition);
|
||||
|
||||
//limit movement if moving away from the target
|
||||
if (Vector2.Dot(target.SimPosition - collider.SimPosition, targetMovement)<0)
|
||||
if (Vector2.Dot(target.SimPosition - Collider.SimPosition, targetMovement)<0)
|
||||
{
|
||||
targetMovement *= MathHelper.Clamp(2.0f - dist, 0.0f, 1.0f);
|
||||
}
|
||||
@@ -1148,8 +1153,8 @@ namespace Barotrauma
|
||||
|
||||
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
|
||||
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
|
||||
|
||||
TrySetLimbPosition(limb, collider.SimPosition, position);
|
||||
|
||||
TrySetLimbPosition(limb, Collider.SimPosition, position);
|
||||
|
||||
limb.body.SetTransform(limb.body.SimPosition, angle);
|
||||
}
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
{
|
||||
l.body.PhysEnabled = !frozen;
|
||||
}
|
||||
collider.PhysEnabled = !frozen;
|
||||
Collider.PhysEnabled = !frozen;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,13 +77,45 @@ namespace Barotrauma
|
||||
|
||||
public Direction TargetDir;
|
||||
|
||||
protected PhysicsBody collider;
|
||||
|
||||
protected List<PhysicsBody> collider;
|
||||
protected int colliderIndex = 0;
|
||||
|
||||
public PhysicsBody Collider
|
||||
{
|
||||
get
|
||||
{
|
||||
return collider;
|
||||
return collider[colliderIndex];
|
||||
}
|
||||
}
|
||||
|
||||
public int ColliderIndex
|
||||
{
|
||||
get
|
||||
{
|
||||
return colliderIndex;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (value == colliderIndex) return;
|
||||
if (value >= collider.Count) return;
|
||||
if (collider[colliderIndex].height<collider[value].height)
|
||||
{
|
||||
Vector2 pos1 = collider[colliderIndex].SimPosition;
|
||||
pos1.Y -= collider[colliderIndex].height * 0.45f;
|
||||
Vector2 pos2 = pos1;
|
||||
pos2.Y += collider[value].height * 1.1f;
|
||||
if (GameMain.World.RayCast(pos1, pos2).Any(f => f.CollisionCategories.HasFlag(Physics.CollisionWall))) return;
|
||||
}
|
||||
collider[value].LinearVelocity = collider[colliderIndex].LinearVelocity;
|
||||
collider[value].AngularVelocity = collider[colliderIndex].AngularVelocity;
|
||||
Vector2 pos = collider[colliderIndex].SimPosition;
|
||||
pos.Y -= collider[colliderIndex].height * 0.5f;
|
||||
pos.Y += collider[value].height * 0.5f;
|
||||
collider[value].SetTransform(pos, collider[colliderIndex].Rotation);
|
||||
collider[value].PhysEnabled = !frozen;
|
||||
collider[value].Enabled = !simplePhysicsEnabled;
|
||||
collider[colliderIndex].PhysEnabled = false;
|
||||
colliderIndex = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -109,8 +141,8 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
return character.Submarine == null ?
|
||||
ConvertUnits.ToDisplayUnits(collider.SimPosition) :
|
||||
ConvertUnits.ToDisplayUnits(collider.SimPosition) + character.Submarine.Position;
|
||||
ConvertUnits.ToDisplayUnits(Collider.SimPosition) :
|
||||
ConvertUnits.ToDisplayUnits(Collider.SimPosition) + character.Submarine.Position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -137,7 +169,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.body.SetTransform(collider.SimPosition, collider.Rotation);
|
||||
limb.body.SetTransform(Collider.SimPosition, Collider.Rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -207,7 +239,7 @@ namespace Barotrauma
|
||||
{
|
||||
limb.body.Submarine = currSubmarine;
|
||||
}
|
||||
collider.Submarine = currSubmarine;
|
||||
Collider.Submarine = currSubmarine;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -266,7 +298,9 @@ namespace Barotrauma
|
||||
ImpactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 50.0f);
|
||||
|
||||
CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true);
|
||||
|
||||
|
||||
collider = new List<PhysicsBody>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
@@ -287,24 +321,28 @@ namespace Barotrauma
|
||||
|
||||
break;
|
||||
case "collider":
|
||||
collider = new PhysicsBody(subElement, scale);
|
||||
collider.FarseerBody.FixedRotation = true;
|
||||
collider.Add(new PhysicsBody(subElement, scale));
|
||||
collider[collider.Count - 1].FarseerBody.FixedRotation = true;
|
||||
collider[collider.Count - 1].CollisionCategories = Physics.CollisionCharacter;
|
||||
collider[collider.Count - 1].FarseerBody.AngularDamping = 5.0f;
|
||||
collider[collider.Count - 1].FarseerBody.FixedRotation = true;
|
||||
collider[collider.Count - 1].FarseerBody.OnCollision += OnLimbCollision;
|
||||
if (collider.Count > 1) collider[collider.Count - 1].PhysEnabled = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (collider == null)
|
||||
if (collider[0] == null)
|
||||
{
|
||||
DebugConsole.ThrowError("No collider configured for ''"+character.Name+"''!");
|
||||
collider = new PhysicsBody(0.0f, 0.0f, 0.5f, 5.0f);
|
||||
collider.BodyType = BodyType.Dynamic;
|
||||
collider[0] = new PhysicsBody(0.0f, 0.0f, 0.5f, 5.0f);
|
||||
collider[0].BodyType = BodyType.Dynamic;
|
||||
collider[0].CollisionCategories = Physics.CollisionCharacter;
|
||||
collider[0].FarseerBody.AngularDamping = 5.0f;
|
||||
collider[0].FarseerBody.FixedRotation = true;
|
||||
collider[0].FarseerBody.OnCollision += OnLimbCollision;
|
||||
}
|
||||
|
||||
collider.CollisionCategories = Physics.CollisionCharacter;
|
||||
collider.FarseerBody.AngularDamping = 5.0f;
|
||||
collider.FarseerBody.FixedRotation = true;
|
||||
collider.FarseerBody.OnCollision += OnLimbCollision;
|
||||
|
||||
UpdateCollisionCategories();
|
||||
|
||||
foreach (var joint in limbJoints)
|
||||
@@ -431,7 +469,7 @@ namespace Barotrauma
|
||||
//4. contact points is above the bottom half of the collider
|
||||
Vector2 normal; FarseerPhysics.Common.FixedArray2<Vector2> points;
|
||||
contact.GetWorldManifold(out normal, out points);
|
||||
if (points[0].Y > collider.SimPosition.Y) return false;
|
||||
if (points[0].Y > Collider.SimPosition.Y) return false;
|
||||
|
||||
//5. in water
|
||||
if (inWater && targetMovement.Y < 0.5f) return false;
|
||||
@@ -475,14 +513,14 @@ namespace Barotrauma
|
||||
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
|
||||
}
|
||||
}
|
||||
else if (f1.Body == collider.FarseerBody)
|
||||
else if (f1.Body == Collider.FarseerBody)
|
||||
{
|
||||
if (!character.IsRemotePlayer || GameMain.Server != null)
|
||||
{
|
||||
if (impact > ImpactTolerance)
|
||||
{
|
||||
character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider);
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
|
||||
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
|
||||
}
|
||||
}
|
||||
@@ -495,7 +533,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
collider.UpdateDrawPosition();
|
||||
Collider.UpdateDrawPosition();
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
@@ -522,7 +560,7 @@ namespace Barotrauma
|
||||
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
|
||||
}
|
||||
|
||||
collider.DebugDraw(spriteBatch, inWater ? Color.SkyBlue : Color.Gray);
|
||||
Collider.DebugDraw(spriteBatch, inWater ? Color.SkyBlue : Color.Gray);
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
@@ -568,8 +606,8 @@ namespace Barotrauma
|
||||
if (ignorePlatforms)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(collider.DrawPosition.X, -collider.DrawPosition.Y),
|
||||
new Vector2(collider.DrawPosition.X, -collider.DrawPosition.Y + 50),
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
|
||||
Color.Orange, 0, 5);
|
||||
}
|
||||
}
|
||||
@@ -718,7 +756,7 @@ namespace Barotrauma
|
||||
//character.Stun = 0.1f;
|
||||
character.DisableImpactDamageTimer = 0.25f;
|
||||
|
||||
SetPosition(collider.SimPosition + moveAmount);
|
||||
SetPosition(Collider.SimPosition + moveAmount);
|
||||
character.CursorPosition += moveAmount;
|
||||
}
|
||||
|
||||
@@ -732,7 +770,7 @@ namespace Barotrauma
|
||||
wall | Physics.CollisionProjectile | Physics.CollisionStairs
|
||||
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
|
||||
|
||||
collider.CollidesWith = collisionCategory;
|
||||
Collider.CollidesWith = collisionCategory;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
@@ -749,19 +787,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
protected bool levitatingCollider = true;
|
||||
|
||||
public void Update(Camera cam, float deltaTime)
|
||||
{
|
||||
if (!character.Enabled || Frozen) return;
|
||||
|
||||
UpdateNetPlayerPosition(deltaTime);
|
||||
CheckDistFromCollider();
|
||||
|
||||
|
||||
Vector2 flowForce = Vector2.Zero;
|
||||
|
||||
FindHull();
|
||||
|
||||
splashSoundTimer -= deltaTime;
|
||||
|
||||
|
||||
//ragdoll isn't in any room -> it's in the water
|
||||
if (currentHull == null)
|
||||
{
|
||||
@@ -779,41 +819,41 @@ namespace Barotrauma
|
||||
|
||||
float floorY = GetFloorY();
|
||||
|
||||
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
(waterSurface - floorY > HeadPosition * 0.95f && collider.SimPosition.Y < waterSurface))
|
||||
inWater = true;
|
||||
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
|
||||
inWater = true;
|
||||
}
|
||||
|
||||
if (flowForce.LengthSquared() > 0.001f)
|
||||
{
|
||||
collider.ApplyForce(flowForce);
|
||||
Collider.ApplyForce(flowForce);
|
||||
}
|
||||
|
||||
if (currentHull==null ||
|
||||
currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) > collider.SimPosition.Y)
|
||||
if (currentHull == null ||
|
||||
currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y)
|
||||
{
|
||||
collider.ApplyWaterForces();
|
||||
Collider.ApplyWaterForces();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
//find the room which the limb is in
|
||||
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
|
||||
Hull limbHull = currentHull == null ? null : Hull.FindHull(limb.WorldPosition, currentHull);
|
||||
|
||||
|
||||
bool prevInWater = limb.inWater;
|
||||
limb.inWater = false;
|
||||
|
||||
if (limbHull == null)
|
||||
{
|
||||
{
|
||||
//limb isn't in any room -> it's in the water
|
||||
limb.inWater = true;
|
||||
}
|
||||
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
|
||||
{
|
||||
if (limb.Position.Y < limbHull.Surface)
|
||||
if (limb.Position.Y < limbHull.Surface)
|
||||
{
|
||||
limb.inWater = true;
|
||||
|
||||
@@ -829,7 +869,7 @@ namespace Barotrauma
|
||||
headInWater = true;
|
||||
}
|
||||
}
|
||||
//the limb has gone through the surface of the water
|
||||
//the limb has gone through the surface of the water
|
||||
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater)
|
||||
{
|
||||
|
||||
@@ -838,14 +878,14 @@ namespace Barotrauma
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
|
||||
0.0f, limbHull);
|
||||
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("bubbles",
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
limb.LinearVelocity*0.001f,
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
limb.LinearVelocity * 0.001f,
|
||||
0.0f, limbHull);
|
||||
|
||||
//if the Character dropped into water, create a wave
|
||||
if (limb.LinearVelocity.Y<0.0f)
|
||||
if (limb.LinearVelocity.Y < 0.0f)
|
||||
{
|
||||
if (splashSoundTimer <= 0.0f)
|
||||
{
|
||||
@@ -866,13 +906,12 @@ namespace Barotrauma
|
||||
|
||||
limb.Update(deltaTime);
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool onStairs = stairs != null;
|
||||
stairs = null;
|
||||
|
||||
var contacts = collider.FarseerBody.ContactList;
|
||||
while (collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
|
||||
var contacts = Collider.FarseerBody.ContactList;
|
||||
while (Collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
|
||||
{
|
||||
if (contacts.Contact.Enabled && contacts.Contact.IsTouching)
|
||||
{
|
||||
@@ -907,7 +946,7 @@ namespace Barotrauma
|
||||
//}
|
||||
|
||||
|
||||
if (points[0].Y < collider.SimPosition.Y)
|
||||
if (points[0].Y < Collider.SimPosition.Y)
|
||||
{
|
||||
floorY = Math.Max(floorY, points[0].Y);
|
||||
|
||||
@@ -931,12 +970,86 @@ namespace Barotrauma
|
||||
onFloorTimer -= deltaTime;
|
||||
}
|
||||
|
||||
Vector2 rayStart = Collider.SimPosition;
|
||||
Vector2 rayEnd = rayStart;
|
||||
rayEnd.Y -= Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(55.0f);
|
||||
|
||||
var lowestLimb = FindLowestLimb();
|
||||
|
||||
//TODO: use something like this instead of lowest limb, whenever we get to that
|
||||
//float footY = Collider.SimPosition.Y + Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(45.0f);
|
||||
|
||||
if (!inWater && levitatingCollider)
|
||||
{
|
||||
float closestFraction = 1.0f;
|
||||
Fixture closestFixture = null;
|
||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||
{
|
||||
switch (fixture.CollisionCategories)
|
||||
{
|
||||
case Physics.CollisionStairs:
|
||||
Structure structure = fixture.Body.UserData as Structure;
|
||||
if (lowestLimb.Position.Y<structure.Rect.Y-structure.Rect.Height+30 && TargetMovement.Y < 0.5f) return -1;
|
||||
break;
|
||||
case Physics.CollisionPlatform:
|
||||
Structure platform = fixture.Body.UserData as Structure;
|
||||
if (IgnorePlatforms || lowestLimb.Position.Y < platform.Rect.Y) return -1;
|
||||
break;
|
||||
case Physics.CollisionWall:
|
||||
break;
|
||||
default:
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (fraction < closestFraction)
|
||||
{
|
||||
closestFraction = fraction;
|
||||
closestFixture = fixture;
|
||||
}
|
||||
|
||||
return closestFraction;
|
||||
}
|
||||
, rayStart, rayEnd);
|
||||
|
||||
if (closestFraction < 1.0f && closestFixture!=null)
|
||||
{
|
||||
bool forceImmediate = false;
|
||||
onGround = true;
|
||||
|
||||
switch (closestFixture.CollisionCategories)
|
||||
{
|
||||
case Physics.CollisionStairs:
|
||||
stairs = closestFixture.Body.UserData as Structure;
|
||||
onStairs = true;
|
||||
forceImmediate = true;
|
||||
break;
|
||||
}
|
||||
|
||||
float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
|
||||
float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(45.0f);
|
||||
|
||||
if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
|
||||
{
|
||||
Vector2 newSpeed = Collider.LinearVelocity;
|
||||
newSpeed.Y = (targetY - Collider.SimPosition.Y)*2.0f;
|
||||
Collider.LinearVelocity = newSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 newSpeed = Collider.LinearVelocity;
|
||||
newSpeed.Y = 0.0f;
|
||||
Collider.LinearVelocity = newSpeed;
|
||||
Vector2 newPos = Collider.SimPosition;
|
||||
newPos.Y = targetY;
|
||||
Collider.SetTransform(newPos, Collider.Rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected float GetFloorY(Limb refLimb = null)
|
||||
{
|
||||
PhysicsBody refBody = refLimb == null ? collider : refLimb.body;
|
||||
PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
|
||||
|
||||
Vector2 rayStart = refBody.SimPosition;
|
||||
Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
|
||||
@@ -984,9 +1097,9 @@ namespace Barotrauma
|
||||
|
||||
public void SetPosition(Vector2 simPosition, bool lerp = false)
|
||||
{
|
||||
Vector2 moveAmount = simPosition - collider.SimPosition;
|
||||
Vector2 moveAmount = simPosition - Collider.SimPosition;
|
||||
|
||||
collider.SetTransform(simPosition, collider.Rotation);
|
||||
Collider.SetTransform(simPosition, Collider.Rotation);
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
@@ -1037,11 +1150,11 @@ namespace Barotrauma
|
||||
|
||||
protected void CheckDistFromCollider()
|
||||
{
|
||||
float allowedDist = Math.Max(Math.Max(collider.radius, collider.width), collider.height) * 2.0f;
|
||||
float allowedDist = Math.Max(Math.Max(Collider.radius, Collider.width), Collider.height) * 2.0f;
|
||||
|
||||
//if the ragdoll is too far from the collider, disable collisions until it's close enough
|
||||
//(in case the ragdoll has gotten stuck somewhere)
|
||||
if (Vector2.DistanceSquared(collider.SimPosition, MainLimb.SimPosition) > allowedDist*allowedDist)
|
||||
if (Vector2.DistanceSquared(Collider.SimPosition, MainLimb.SimPosition) > allowedDist*allowedDist)
|
||||
{
|
||||
if (!collisionsDisabled)
|
||||
{
|
||||
@@ -1057,7 +1170,7 @@ namespace Barotrauma
|
||||
else if (collisionsDisabled)
|
||||
{
|
||||
//set the position of the ragdoll to make sure limbs don't get stuck inside walls when re-enabling collisions
|
||||
SetPosition(collider.SimPosition, true);
|
||||
SetPosition(Collider.SimPosition, true);
|
||||
|
||||
UpdateCollisionCategories();
|
||||
collisionsDisabled = false;
|
||||
@@ -1096,8 +1209,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.MemPos.Count > 0)
|
||||
{
|
||||
collider.LinearVelocity = Vector2.Zero;
|
||||
collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
|
||||
Collider.LinearVelocity = Vector2.Zero;
|
||||
Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1133,10 +1246,12 @@ namespace Barotrauma
|
||||
|
||||
public Vector2 GetColliderBottom()
|
||||
{
|
||||
float halfHeight = collider.height / 2 + collider.radius;
|
||||
float halfHeight = Collider.height * 0.5f + Collider.radius;
|
||||
|
||||
return collider.SimPosition +
|
||||
new Vector2((float)Math.Sin(collider.Rotation), -(float)Math.Cos(collider.Rotation)) * halfHeight;
|
||||
Vector2 offset = Vector2.Zero;
|
||||
offset.Y = ConvertUnits.ToSimUnits(-45.0f);
|
||||
return Collider.SimPosition + offset +
|
||||
new Vector2((float)Math.Sin(Collider.Rotation), -(float)Math.Cos(Collider.Rotation)) * halfHeight;
|
||||
}
|
||||
|
||||
public Limb FindLowestLimb()
|
||||
@@ -1161,8 +1276,10 @@ namespace Barotrauma
|
||||
}
|
||||
Limbs = null;
|
||||
|
||||
collider.Remove();
|
||||
collider = null;
|
||||
foreach (PhysicsBody b in collider)
|
||||
{
|
||||
b.Remove();
|
||||
}
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
|
||||
@@ -200,6 +200,8 @@ namespace Barotrauma
|
||||
GameMain.NetworkMember = null;
|
||||
}
|
||||
|
||||
CoroutineManager.StopCoroutines("EndCinematic");
|
||||
|
||||
GameMain.GameSession = null;
|
||||
|
||||
GameMain.MainMenuScreen.Select();
|
||||
|
||||
@@ -215,6 +215,17 @@ namespace Barotrauma
|
||||
endShiftButton.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
if (!isRunning) return;
|
||||
|
||||
base.AddToGUIUpdateList();
|
||||
|
||||
CrewManager.AddToGUIUpdateList();
|
||||
|
||||
endShiftButton.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (!isRunning) return;
|
||||
@@ -357,7 +368,7 @@ namespace Barotrauma
|
||||
|
||||
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
|
||||
|
||||
CoroutineManager.StartCoroutine(EndCinematic(cinematic));
|
||||
CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -364,7 +364,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (gameMode != null) gameMode.AddToGUIUpdateList();
|
||||
|
||||
if (infoFrame != null) infoButton.AddToGUIUpdateList();
|
||||
infoButton.AddToGUIUpdateList();
|
||||
|
||||
if (infoFrame != null) infoFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
|
||||
@@ -1165,7 +1165,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
CoroutineManager.StartCoroutine(EndCinematic());
|
||||
CoroutineManager.StartCoroutine(EndCinematic(),"EndCinematic");
|
||||
}
|
||||
|
||||
public IEnumerable<object> EndCinematic()
|
||||
|
||||
Reference in New Issue
Block a user