mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
small bugfixes
This commit is contained in:
@@ -10,7 +10,7 @@ gui = {
|
||||
imagePath = '',
|
||||
guiType = GuiType.BUTTON,
|
||||
buttonType = ButtonType.BUILD,
|
||||
trigger = 75,
|
||||
trigger = 76,
|
||||
structureId = 8
|
||||
},
|
||||
{
|
||||
@@ -30,7 +30,7 @@ gui = {
|
||||
imagePath = '',
|
||||
guiType = GuiType.BUTTON,
|
||||
buttonType = ButtonType.BUILD,
|
||||
trigger = 75,
|
||||
trigger = 77,
|
||||
structureId = 10
|
||||
},
|
||||
{
|
||||
@@ -50,7 +50,7 @@ gui = {
|
||||
imagePath = '',
|
||||
guiType = GuiType.BUTTON,
|
||||
buttonType = ButtonType.BUILD,
|
||||
trigger = 80,
|
||||
trigger = 68,
|
||||
structureId = 12
|
||||
}
|
||||
}
|
||||
|
||||
+8
-6
@@ -199,12 +199,14 @@ namespace battleship{
|
||||
Vector3 dragboxOrigin = dragboxNode->getPosition(), dragboxEnd = dragboxOrigin + dragboxSize;
|
||||
Vector2 pos = u->getScreenPos();
|
||||
|
||||
if(!mainPlayer->getSelectedUnitsByClass(UnitClass::ENGINEER).empty())
|
||||
guiManager->readLuaScreenScript("engineerCommands.lua");
|
||||
else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::LAND_FACTORY).empty())
|
||||
guiManager->readLuaScreenScript("landFactoryCommands.lua");
|
||||
else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::NAVAL_FACTORY).empty())
|
||||
guiManager->readLuaScreenScript("navalFactoryCommands.lua");
|
||||
if(buttons.empty()){
|
||||
if(!mainPlayer->getSelectedUnitsByClass(UnitClass::ENGINEER).empty())
|
||||
guiManager->readLuaScreenScript("engineerCommands.lua");
|
||||
else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::LAND_FACTORY).empty())
|
||||
guiManager->readLuaScreenScript("landFactoryCommands.lua");
|
||||
else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::NAVAL_FACTORY).empty())
|
||||
guiManager->readLuaScreenScript("navalFactoryCommands.lua");
|
||||
}
|
||||
|
||||
if(isSelectionBox && fabs(pos.x - dragboxOrigin.x) < .5 * dragboxSize.x && fabs(pos.y - dragboxOrigin.y) < .5 * dragboxSize.y){
|
||||
if(!u->isSelected()){
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#include "gameObjectFrame.h"
|
||||
|
||||
namespace battleship{
|
||||
|
||||
}
|
||||
|
||||
+1
-1
@@ -14,7 +14,7 @@ namespace battleship{
|
||||
initModel(false);
|
||||
}
|
||||
~GameObjectFrame(){}
|
||||
void update(){GameObject::update();}
|
||||
void destroy(){destroyModel();}
|
||||
|
||||
Status status;
|
||||
};
|
||||
|
||||
@@ -52,10 +52,9 @@ namespace battleship{
|
||||
//TODO implement terrain evenness check
|
||||
void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
|
||||
GameObjectFrame &s = gameObjectFrames[id];
|
||||
Model *model = s.getModel();
|
||||
|
||||
if(!rotatingStructure)
|
||||
model->setPosition(newPos);
|
||||
s.placeAt(newPos);
|
||||
|
||||
Map *map = Map::getSingleton();
|
||||
MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
|
||||
@@ -65,9 +64,9 @@ namespace battleship{
|
||||
float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
|
||||
|
||||
for(int i = 0; i < numVerts; i++){
|
||||
float diffX = fabs(model->getPosition().x - verts[i].pos.x);
|
||||
float diffY = fabs(model->getPosition().y - verts[i].pos.y);
|
||||
float diffZ = fabs(model->getPosition().z - verts[i].pos.z);
|
||||
float diffX = fabs(s.getPos().x - verts[i].pos.x);
|
||||
float diffY = fabs(s.getPos().y - verts[i].pos.y);
|
||||
float diffZ = fabs(s.getPos().z - verts[i].pos.z);
|
||||
|
||||
if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
|
||||
unevenness = diffY;
|
||||
@@ -88,7 +87,7 @@ namespace battleship{
|
||||
s.status = GameObjectFrame::PLACEABLE;
|
||||
}
|
||||
|
||||
Material *mat = model->getMaterial();
|
||||
Material *mat = s.getModel()->getMaterial();
|
||||
mat->setVec4Uniform("diffuseColor", color);
|
||||
}
|
||||
|
||||
@@ -123,9 +122,7 @@ namespace battleship{
|
||||
}
|
||||
|
||||
void GameObjectFrameController::removeGameObjectFrame(int i){
|
||||
Model *model = gameObjectFrames[i].getModel();
|
||||
model->getParent()->dettachChild(model);
|
||||
delete model;
|
||||
gameObjectFrames[i].destroy();
|
||||
gameObjectFrames.erase(gameObjectFrames.begin() + i);
|
||||
}
|
||||
|
||||
@@ -136,10 +133,7 @@ namespace battleship{
|
||||
|
||||
void GameObjectFrameController::rotateGameObjectFrames(float angle){
|
||||
for(GameObjectFrame &s : gameObjectFrames)
|
||||
if(s.status != GameObjectFrame::PLACED){
|
||||
Model *model = s.getModel();
|
||||
Quaternion rot = model->getOrientation();
|
||||
model->setOrientation(Quaternion(angle, Vector3::VEC_J) * rot);
|
||||
}
|
||||
if(s.status != GameObjectFrame::PLACED)
|
||||
s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user