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
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@@ -163,7 +163,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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ActionPanel.Hide();
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SetProcessInput(true);
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ActionPanel.SetProcessInput(false);
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if (!_player.Inventory.Items.Contains(_currentlySelected.Item.Value))
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if (_player.Inventory.Items.Any() && !_player.Inventory.Items.Contains(_currentlySelected.Item.Value))
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_currentlySelected = null;
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ResetInventoryState();
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}
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@@ -63,7 +63,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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ExitButton.Pressed += ExitButton_Pressed;
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}
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private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = _map.CurrentFloorNumber.Value.ToString("D2");
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private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = (_map.CurrentFloorNumber.Value + 1).ToString("D2");
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private void EquipmentComponent_EquipmentChanged(IEquipableItem obj)
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{
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