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:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user