private void updateActorPhysics() { foreach (Actor actor in actorManager.getActors()) { float coefficientOfFriction = .01f; //if the actor is on solid groung if (islandManager.getClosestIslandToLocation(actor.getLocation()).getPathingProfile().isActorStanding(actor)) { coefficientOfFriction = .3f; } if (Ocean.pointIsUnderWater(actor.getFootLocation())) { coefficientOfFriction += .1f; } actor.updatePhysics(coefficientOfFriction); } }
private void handleAddVelocityAction(Vector3 velocityAddition, Actor actor, bool isFootPropelled) { Island closestIsland = islandManager.getClosestIslandToLocation(actor.getLocation()); if (closestIsland == null)// if no islands are loaded { actor.setVelocity(new Vector3()); } else { List <BlockLoc> intersectedByActor = actor.getBlocksIntersectedByAABB(); IslandPathingProfile profile = closestIsland.getPathingProfile(); if (!profile.isActorStanding(actor) && actor.canBeKnockedBack() && isFootPropelled && !Ocean.pointIsUnderWater(actor.getFootLocation())) { actor.addToVelocity(velocityAddition * .02f);//character propells slowly in midair return; } foreach (BlockLoc test in intersectedByActor) { if (profile.isProfileSolidAtWithWithinCheck(test)) { actor.setFootLocation(actor.getFootLocation() + new Vector3(0, .3f, 0)); return; } } actor.addToVelocity(velocityAddition); } }