Scene changes and Bug fixes #336
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@ -12,7 +12,6 @@ public class Breakable : Script
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private Transform trans;
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private Transform trans;
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public bool isBreak { get; set; }
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public bool isBreak { get; set; }
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private List<GameObject> itemPieces = new List<GameObject>();
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private List<GameObject> itemPieces = new List<GameObject>();
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public bool print = false;
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protected override void awake()
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protected override void awake()
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{
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{
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@ -44,9 +43,6 @@ public class Breakable : Script
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if (ignoreRaccoon && info.GameObject.GetScript<PlayerController>())
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if (ignoreRaccoon && info.GameObject.GetScript<PlayerController>())
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return;
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return;
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if(print)
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Debug.Log($"COLLIED {rb.LinearVelocity.GetSqrMagnitude()} with EiD: {info.GameObject.Name}");
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if (rb.LinearVelocity.GetSqrMagnitude() > threshHold && !info.GameObject.GetScript<PlayerController>())
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if (rb.LinearVelocity.GetSqrMagnitude() > threshHold && !info.GameObject.GetScript<PlayerController>())
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{
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{
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isBreak = true;
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isBreak = true;
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@ -208,12 +208,23 @@ public class PickAndThrow : Script
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List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false, (ushort)65535);
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List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false, (ushort)65535);
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List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false, (ushort)65535);
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List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false, (ushort)65535);
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if (rayList1.Count > 0 && rayList2.Count > 0 && rayList3.Count > 0)
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if (rayList1.Count > 0)
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{
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{
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RaycastHit ray1 = rayList1[0];
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RaycastHit ray1 = rayList1[0];
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inRange = CheckForItem(ray1);
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return;
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}
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else if (rayList2.Count > 0)
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{
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RaycastHit ray2 = rayList2[0];
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RaycastHit ray2 = rayList2[0];
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inRange = CheckForItem(ray2);
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return;
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}
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else if (rayList3.Count > 0)
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{
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RaycastHit ray3 = rayList3[0];
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RaycastHit ray3 = rayList3[0];
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inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
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inRange = CheckForItem(ray3);
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return;
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}
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}
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else
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else
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{
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{
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@ -11,6 +11,7 @@ namespace SHADE
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{
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{
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if (Begin())
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if (Begin())
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{
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{
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DrawMenuBar();
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ImGui::BeginTable("CollisionMtxTable", SHCollisionTag::NUM_LAYERS + 1, ImGuiTableRowFlags_Headers);
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ImGui::BeginTable("CollisionMtxTable", SHCollisionTag::NUM_LAYERS + 1, ImGuiTableRowFlags_Headers);
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ImGui::TableNextRow();
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ImGui::TableNextRow();
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ImGui::PushID("CollisionTagNames");
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ImGui::PushID("CollisionTagNames");
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@ -56,7 +57,10 @@ namespace SHADE
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if(i == idx)
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if(i == idx)
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continue;
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continue;
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std::string label = std::format("##{} vs {}", tagName, tagName2);
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std::string label = std::format("##{} vs {}", tagName, tagName2);
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SHEditorWidgets::CheckBox(label, [tag, &idx]{return tag->GetLayerState(idx);}, [tag, i, idx](bool const& value){tag->SetLayerState(idx, value); SHCollisionTagMatrix::GetTag(idx)->SetLayerState(i, value);}, label.substr(2));
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if (SHEditorWidgets::CheckBox(label, [tag, &idx] {return tag->GetLayerState(idx); }, [tag, i, idx](bool const& value) {tag->SetLayerState(idx, value); SHCollisionTagMatrix::GetTag(idx)->SetLayerState(i, value); }, label.substr(2)))
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{
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isDirty = true;
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}
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}
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}
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}
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}
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ImGui::EndTable();
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ImGui::EndTable();
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@ -64,4 +68,21 @@ namespace SHADE
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ImGui::End();
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ImGui::End();
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}
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}
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void SHColliderTagPanel::DrawMenuBar()
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{
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if (ImGui::BeginMenuBar())
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{
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ImGui::BeginDisabled(!isDirty);
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if (ImGui::Button("Save"))
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{
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std::filesystem::path defaultCollisionTagNameFilePath{ ASSET_ROOT };
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defaultCollisionTagNameFilePath.append("CollisionTags.SHConfig");
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SHCollisionTagMatrix::Exit(defaultCollisionTagNameFilePath);
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isDirty = false;
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}
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ImGui::EndDisabled();
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ImGui::EndMenuBar();
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}
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}
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}
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}
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@ -14,6 +14,7 @@ namespace SHADE
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//void Exit();
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//void Exit();
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private:
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private:
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void DrawMenuBar();
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bool isDirty;
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bool isDirty;
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};
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};
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}
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}
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@ -94,8 +94,8 @@ namespace SHADE
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{
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{
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const bool CLEAR_EVENT = C_INFO.GetCollisionState() == SHCollisionInfo::State::EXIT || C_INFO.GetCollisionState() == SHCollisionInfo::State::INVALID;
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const bool CLEAR_EVENT = C_INFO.GetCollisionState() == SHCollisionInfo::State::EXIT || C_INFO.GetCollisionState() == SHCollisionInfo::State::INVALID;
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const bool INACTIVE_OBJECT = !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityA())
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const bool INACTIVE_OBJECT = !SHSceneManager::CheckNodeAndHasComponentsActive<SHColliderComponent>(C_INFO.GetEntityA())
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|| !SHSceneManager::CheckNodeAndComponentsActive<SHColliderComponent>(C_INFO.GetEntityB());
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|| !SHSceneManager::CheckNodeAndHasComponentsActive<SHColliderComponent>(C_INFO.GetEntityB());
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if (CLEAR_EVENT || INACTIVE_OBJECT)
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if (CLEAR_EVENT || INACTIVE_OBJECT)
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{
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{
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@ -155,7 +155,7 @@ namespace SHADE
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// Load start and end points into the container for debug drawing
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// Load start and end points into the container for debug drawing
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#ifdef SHEDITOR
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#ifdef SHEDITOR
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SHVec3 endPos = info.ray.position + info.ray.direction * SHRay::MAX_RAYCAST_DIST;
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SHVec3 endPos = info.ray.position + info.ray.direction * std::clamp(info.distance,0.0f, SHRay::MAX_RAYCAST_DIST);
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if (!results.empty())
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if (!results.empty())
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endPos = results.back().position;
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endPos = results.back().position;
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Reference in New Issue