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https://github.com/DarkflameUniverse/DarkflameServer.git
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add rotation behavior logic (not working correctly for multiple axes)
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@@ -33,6 +33,10 @@ public:
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// Checks the movement logic for whether or not to proceed
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// Returns true if the movement can continue, false if it needs to wait more.
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bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
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// Checks the rotation logic for whether or not to proceed
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// Returns true if the rotation can continue, false if it needs to wait more.
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bool CheckRotation(float deltaTime, ModelComponent& modelComponent);
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void Update(float deltaTime, ModelComponent& modelComponent);
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void SpawnDrop(LOT dropLOT, Entity& entity);
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void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
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@@ -47,6 +51,9 @@ private:
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// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
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bool m_WaitingForAction{ false };
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// True if this strip is currently rotating
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bool m_IsRotating{ false };
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// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
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// Actions that do not use time do not use this (ex. positions).
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float m_PausedTime{ 0.0f };
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@@ -60,13 +67,17 @@ private:
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// The location of this strip on the UGBehaviorEditor UI
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StripUiPosition m_Position;
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// The current actions remaining distance to the target
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// The current actions remaining translation to the target
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// Only 1 of these vertexs' will be active at once for any given strip.
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NiPoint3 m_InActionMove{};
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NiPoint3 m_InActionTranslation{};
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// The position of the parent model on the previous frame
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NiPoint3 m_PreviousFramePosition{};
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NiPoint3 m_RotationRemaining{};
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NiQuaternion m_PreviousFrameRotation{};
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NiPoint3 m_SavedVelocity{};
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};
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