(eb3823e18) updated decals for tutorial station

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:27:33 +03:00
parent 1cdd62360f
commit fef173f129
11 changed files with 403 additions and 112 deletions
@@ -753,6 +753,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
}
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;
public Vector2 Point2;
public Vector2? Intersection;
public float Dot;
public Vector2 AvoidStrength;
public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
{
Point1 = edge.Point1;
Point2 = edge.Point2;
Intersection = intersection;
Dot = dot;
AvoidStrength = avoidStrength;
}
}
//edge point 1, edge point 2, avoid strength
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
@@ -1172,6 +1172,38 @@ namespace Barotrauma
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (Submarine == null && prevSub != null)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub == null)
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub != null && Submarine != prevSub)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;