Switch navigation mesh to be based on collision only, not collision and texture meshes

Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
This commit is contained in:
2026-02-25 22:33:38 -08:00
parent 9d18bbb349
commit a686ce2fbc
59 changed files with 442 additions and 457 deletions
@@ -273,6 +273,24 @@ public class EffectService
}
}
public void GlueAllEquipment(IPlayer player)
{
var weapon = player.EquipmentComponent.EquippedWeapon.Value;
var armor = player.EquipmentComponent.EquippedArmor.Value;
var accessory = player.EquipmentComponent.EquippedAccessory.Value;
if (weapon != null && !string.IsNullOrEmpty(weapon.ItemName))
weapon.Glued = true;
if (armor != null && !string.IsNullOrEmpty(armor.ItemName))
armor.Glued = true;
if (accessory != null && !string.IsNullOrEmpty(accessory.ItemName))
accessory.Glued = true;
player.EquipmentComponent.UpdateEquipment(weapon);
player.EquipmentComponent.UpdateEquipment(armor);
player.EquipmentComponent.UpdateEquipment(accessory);
}
public void TeleportToRandomRoom(IPlayer player)
{
var currentFloor = _game.CurrentFloor;