boost interaction distance
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@ -6,7 +6,7 @@ use crate::{actor, audio, camera, chat, commands, effects, hud, nature, var, wor
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pub const ENGINE_SPEED_FACTOR: f32 = 30.0;
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pub const ENGINE_SPEED_FACTOR: f32 = 30.0;
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const MAX_TRANSMISSION_DISTANCE: f32 = 100.0;
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const MAX_TRANSMISSION_DISTANCE: f32 = 100.0;
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const MAX_INTERACT_DISTANCE: f32 = 40.0;
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const MAX_INTERACT_DISTANCE: f32 = 50.0;
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pub struct ActorPlugin;
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pub struct ActorPlugin;
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impl Plugin for ActorPlugin {
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impl Plugin for ActorPlugin {
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@ -414,10 +414,10 @@ pub fn find_closest_target<TargetSpecifier>(
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// not on the player mesh but on the camera, which doesn't have a position.
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// not on the player mesh but on the camera, which doesn't have a position.
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let (angular_diameter, angle, distance) = calc_angular_diameter_known_target_vector(
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let (angular_diameter, angle, distance) = calc_angular_diameter_known_target_vector(
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trans, camera_transform, &target_vector);
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trans, camera_transform, &target_vector);
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let distance_to_surface = distance - trans.scale.x;
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if angle <= angular_diameter.clamp(0.001, PI) {
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if angle <= angular_diameter.clamp(0.001, PI) {
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// It's in the field of view!
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// It's in the field of view!
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//commands.entity(entity).insert(IsTargeted);
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//commands.entity(entity).insert(IsTargeted);
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let distance_to_surface = distance - trans.scale.x;
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if distance_to_surface < closest_distance {
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if distance_to_surface < closest_distance {
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closest_distance = distance_to_surface;
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closest_distance = distance_to_surface;
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closest_entity = Some(entity);
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closest_entity = Some(entity);
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