Shooting NPCs and more (#18042)

* Add pirate shooting

* Shooting working

* Basics working

* Refactor time

* More conversion

* Update primitives

* Update yml

* weh

* Building again

* Draft

* weh

* b

* Start shutdown

* Starting to take form

* Code side done

* is it worky

* Fix prototypes

* stuff

* Shitty working

* Juke events working

* Even more cleanup

* RTX

* Fix interaction combat mode and compquery

* GetAmmoCount relays

* Fix rotation speed

* Juke fixes

* fixes

* weh

* The collision avoidance never ends

* Fixes

* Pause support

* framework

* lazy

* Fix idling

* Fix drip

* goobed

* Fix takeover shutdown bug

* Merge fixes

* shitter

* Fix carpos
This commit is contained in:
metalgearsloth
2023-08-02 10:48:56 +10:00
committed by GitHub
parent 018e465fad
commit c31c848afd
103 changed files with 2089 additions and 810 deletions

View File

@@ -69,6 +69,22 @@ public sealed class NPCSteeringComponent : Component
/// </summary>
[ViewVariables]
public bool Pathfind => PathfindToken != null;
/// <summary>
/// Are we considered arrived if we have line of sight of the target.
/// </summary>
[DataField("arriveOnLineOfSight")]
public bool ArriveOnLineOfSight = false;
/// <summary>
/// How long the target has been in line of sight if applicable.
/// </summary>
[DataField("lineOfSightTimer")]
public float LineOfSightTimer = 0f;
[DataField("lineOfSightTimeRequired")]
public float LineOfSightTimeRequired = 0.5f;
[ViewVariables] public CancellationTokenSource? PathfindToken = null;
/// <summary>