(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:50:39 +03:00
parent ef374ada71
commit fd7dfebd3a
49 changed files with 1733 additions and 1873 deletions
@@ -287,8 +287,7 @@ namespace Barotrauma
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;
}
float multiplier = MathHelper.Lerp(1, 10, MathHelper.Clamp(collider.LinearVelocity.Length() / 10, 0, 1));
if (Vector2.DistanceSquared(pos, currentPath.CurrentNode.SimPosition) < MathUtils.Pow(collider.radius * 2 * multiplier, 2))
if (Vector2.DistanceSquared(pos, currentPath.CurrentNode.SimPosition) < MathUtils.Pow(collider.radius * 3, 2))
{
currentPath.SkipToNextNode();
}
@@ -297,13 +296,13 @@ namespace Barotrauma
{
Vector2 colliderBottom = character.AnimController.GetColliderBottom();
Vector2 colliderSize = collider.GetSize();
Vector2 velocity = collider.LinearVelocity;
// Cannot use the head position, because not all characters have head or it can be below the total height of the character
float characterHeight = colliderSize.Y + character.AnimController.ColliderHeightFromFloor;
float horizontalDistance = Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X);
bool isAboveFeet = currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y;
bool isNotTooHigh = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + characterHeight;
if (InStairs)
if (horizontalDistance < collider.radius * 3 && isAboveFeet && isNotTooHigh)
{
float multiplierX = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 10, 0, 1));
float multiplierY = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.Y) / 10, 0, 1));
@@ -351,8 +350,6 @@ namespace Barotrauma
{
for (int i = 0; i < 2; i++)
{
WayPoint currentWaypoint = null;
WayPoint nextWaypoint = null;
Door door = null;
bool shouldBeOpen = false;
@@ -363,19 +360,21 @@ namespace Barotrauma
}
else
{
WayPoint node = null;
WayPoint nextNode = null;
if (i == 0)
{
currentWaypoint = currentPath.CurrentNode;
nextWaypoint = currentPath.NextNode;
node = currentPath.CurrentNode;
nextNode = currentPath.NextNode;
}
else
{
currentWaypoint = currentPath.PrevNode;
nextWaypoint = currentPath.CurrentNode;
node = currentPath.PrevNode;
nextNode = currentPath.CurrentNode;
}
if (currentWaypoint?.ConnectedDoor == null) { continue; }
if (node?.ConnectedDoor == null) continue;
if (nextWaypoint == null)
if (nextNode == null)
{
//the node we're heading towards is the last one in the path, and at a door
//the door needs to be open for the character to reach the node
@@ -383,21 +382,21 @@ namespace Barotrauma
}
else
{
door = currentWaypoint.ConnectedGap.ConnectedDoor;
door = node.ConnectedGap.ConnectedDoor;
if (door.LinkedGap.IsHorizontal)
{
int currentDir = Math.Sign(nextWaypoint.WorldPosition.X - door.Item.WorldPosition.X);
int currentDir = Math.Sign(nextNode.WorldPosition.X - door.Item.WorldPosition.X);
shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * currentDir > -50.0f;
}
else
{
int currentDir = Math.Sign(nextWaypoint.WorldPosition.Y - door.Item.WorldPosition.Y);
int currentDir = Math.Sign(nextNode.WorldPosition.Y - door.Item.WorldPosition.Y);
shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * currentDir > -80.0f;
}
}
}
if (door == null) { return; }
if (door == null) return;
//toggle the door if it's the previous node and open, or if it's current node and closed
if (door.IsOpen != shouldBeOpen)
@@ -423,29 +422,22 @@ namespace Barotrauma
buttonPressCooldown = ButtonPressInterval;
break;
}
else if (closestButton != null)
{
if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance * 2, 2))
{
closestButton.Item.TryInteract(character, false, true, false);
buttonPressCooldown = ButtonPressInterval;
break;
}
else
{
// Can't reach the button closest to the door.
// It's possible that we could reach another buttons.
// If this becomes an issue, we could go through them here and check if any of them are reachable
// (would have to cache a collection of buttons instead of a single reference in the CanAccess filter method above)
currentPath.Unreachable = true;
return;
}
}
closestButton.Item.TryInteract(character, false, true, false);
buttonPressCooldown = ButtonPressInterval;
break;
}
else if (shouldBeOpen)
else
{
currentPath.Unreachable = true;
return;
if (!door.HasRequiredItems(character, false) && shouldBeOpen)
{
currentPath.Unreachable = true;
return;
}
door.Item.TryInteract(character, false, true, true);
buttonPressCooldown = ButtonPressInterval;
break;
}
}
}
@@ -453,38 +445,32 @@ namespace Barotrauma
private float? GetNodePenalty(PathNode node, PathNode nextNode)
{
if (character == null) { return 0.0f; }
if (character == null) { return 0.0f; }
float penalty = 0.0f;
if (nextNode.Waypoint.ConnectedGap != null && nextNode.Waypoint.ConnectedGap.Open < 0.9f)
{
var door = nextNode.Waypoint.ConnectedDoor;
if (door == null)
if (nextNode.Waypoint.ConnectedDoor == null)
{
penalty = 100.0f;
}
else
else if (!canBreakDoors)
{
if (!CanAccessDoor(door, button =>
{
// Ignore buttons that are on the wrong side of the door
if (door.IsHorizontal)
{
if (Math.Sign(button.Item.WorldPosition.Y - door.Item.WorldPosition.Y) != Math.Sign(character.WorldPosition.Y - door.Item.WorldPosition.Y))
{
return false;
}
}
else
{
if (Math.Sign(button.Item.WorldPosition.X - door.Item.WorldPosition.X) != Math.Sign(character.WorldPosition.X - door.Item.WorldPosition.X))
{
return false;
}
}
return true;
}))
//door closed and the character can't open doors -> node can't be traversed
if (!canOpenDoors || character.LockHands) { return null; }
var doorButtons = nextNode.Waypoint.ConnectedDoor.Item.GetConnectedComponents<Controller>();
if (!doorButtons.Any())
{
return null;
if (!nextNode.Waypoint.ConnectedDoor.HasRequiredItems(character, false)) { return null; }
}
foreach (Controller button in doorButtons)
{
if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
Math.Sign(node.Position.X - nextNode.Position.X)) { continue; }
if (!button.HasRequiredItems(character, false)) { return null; }
}
}
}