This commit is contained in:
Aaron Kimbre 2022-11-14 07:05:44 -06:00
parent 199c73cf75
commit 848732e01a
2 changed files with 22 additions and 8 deletions

View File

@ -16,9 +16,9 @@ std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
m_Info = std::move(info);
m_Done = true;
m_IsPaused = false;
m_BaseCombatAI = nullptr;
m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
//Try and fix the insane values:
@ -36,16 +36,21 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
m_Timer = 0;
m_CurrentSpeed = 0;
m_Speed = 0;
m_TotalTime = 0;
m_LockRotation = false;
m_MovementPath = nullptr;
m_isReverse = false;
}
MovementAIComponent::~MovementAIComponent() = default;
void MovementAIComponent::Update(const float deltaTime) {
if (m_IsPaused) return;
if (m_Interrupted) {
const auto source = GetCurrentWaypoint();
@ -66,7 +71,7 @@ void MovementAIComponent::Update(const float deltaTime) {
return;
}
if (AtFinalWaypoint()) return; // Are we donw?
if (AtFinalWaypoint()) return; // Are we done?
if (m_HaltDistance > 0) {
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) { // Prevent us from hugging the target
@ -78,15 +83,13 @@ void MovementAIComponent::Update(const float deltaTime) {
// Game::logger->Log("MovementAIComponent", "timer %f", m_Timer);
if (m_Timer > 0) {
m_Timer -= deltaTime;
if (m_Timer > 0) {
return;
}
if (m_Timer > 0) return;
m_Timer = 0;
}
const auto source = GetCurrentWaypoint();
// We've arrived at a waypoint, do the things if we need to
SetPosition(source);
@ -107,7 +110,7 @@ void MovementAIComponent::Update(const float deltaTime) {
m_CurrentSpeed = m_Speed;
}
const auto speed = m_CurrentSpeed * m_BaseSpeed;
const auto speed = m_BaseSpeed;
const auto delta = m_NextWaypoint - source;

View File

@ -343,6 +343,17 @@ private:
* If we are reversing on a path
*/
bool m_isReverse;
/**
* If we are waiting on a delay before moving
*/
bool m_IsWaiting;
/**
* If we are paused for some reason
*/
bool m_IsPaused;
};
#endif // MOVEMENTAICOMPONENT_H