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@ -94,6 +94,7 @@ void Obstacle::FillMFObjectFull(cs::MFObjectFull* full_data)
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p->set_is_door(is_door);
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p->set_is_door(is_door);
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if (is_door) {
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if (is_door) {
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p->set_door_id(door_id);
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p->set_door_id(door_id);
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p->set_door_open_times(door_open_times);
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p->set_door_old_state((int)door_state);
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p->set_door_old_state((int)door_state);
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p->set_door_new_state((int)door_state);
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p->set_door_new_state((int)door_state);
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p->set_door_house_uniid(door_house_uniid);
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p->set_door_house_uniid(door_house_uniid);
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@ -30,6 +30,7 @@ class Obstacle : public Entity
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bool is_door = false;
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bool is_door = false;
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int door_id = 0;
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int door_id = 0;
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int door_open_times = 0;
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DoorState_e door_state = DoorStateClose;
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DoorState_e door_state = DoorStateClose;
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Building* building = nullptr;
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Building* building = nullptr;
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int door_house_uniid = 0;
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int door_house_uniid = 0;
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@ -586,6 +586,7 @@ void Player::ObstacleInteraction(Obstacle* entity)
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entity->pos = Vector2D(entity->building->pos.x + entity->door_state0->x() - entity->building->meta->i->tilewidth() / 2.0,
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entity->pos = Vector2D(entity->building->pos.x + entity->door_state0->x() - entity->building->meta->i->tilewidth() / 2.0,
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entity->building->pos.y + entity->door_state0->y() - entity->building->meta->i->tileheight() / 2.0);
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entity->building->pos.y + entity->door_state0->y() - entity->building->meta->i->tileheight() / 2.0);
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}
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}
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++entity->door_open_times;
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entity->RecalcSelfCollider();
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entity->RecalcSelfCollider();
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room->TouchHumanList(a8::XParams(),
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room->TouchHumanList(a8::XParams(),
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[entity] (Human* hum, a8::XParams& param) -> bool
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[entity] (Human* hum, a8::XParams& param) -> bool
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