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15
src/cmd.rs
15
src/cmd.rs
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@ -377,9 +377,17 @@ pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
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}
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}
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}
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}
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["relativeto", id] => {
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["relativeto", id] => {
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// Offsets this actor's position by the pos. of the actor with the given id.
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state.relative_to = Some(id.to_string());
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state.relative_to = Some(id.to_string());
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}
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}
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["orbitaround", object_id, radius_str] => {
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["orbitaround", object_id, radius_str] => {
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// Places the actor into an orbit around the object_id so that it's position
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// will be offset by the orbital distance (radius_str) and the phase will
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// be set dynamically based on the current day+time.
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// Unlike the "orbit" command, this position is not static, and there is no
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// parameter for a phase offset, though you can set that with the
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// "orbit_phase_offset" command.
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// Make sure to use this with "relativeto" with the object that's being orbited.
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if let Ok(r) = radius_str.parse::<f64>() {
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if let Ok(r) = radius_str.parse::<f64>() {
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state.orbit_distance = Some(r);
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state.orbit_distance = Some(r);
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state.orbit_object_id = Some(object_id.to_string());
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state.orbit_object_id = Some(object_id.to_string());
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@ -389,6 +397,11 @@ pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
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}
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}
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}
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}
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["orbit", radius_str, phase_str] => {
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["orbit", radius_str, phase_str] => {
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// Offsets the actor's position by the given distance (radius_str)
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// in the direction as defined by the angle in phase_str.
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// Unlike "orbitaround", the position is static though and will not
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// change over time.
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// Make sure to use this with "relativeto" with the object that's being orbited.
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if let (Ok(r), Ok(phase)) = (radius_str.parse::<f64>(), phase_str.parse::<f64>()) {
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if let (Ok(r), Ok(phase)) = (radius_str.parse::<f64>(), phase_str.parse::<f64>()) {
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state.orbit_distance = Some(r);
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state.orbit_distance = Some(r);
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state.orbit_phase = Some(phase * PI * 2.0);
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state.orbit_phase = Some(phase * PI * 2.0);
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@ -398,6 +411,8 @@ pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
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}
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}
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}
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}
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["orbit_phase_offset", value] => {
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["orbit_phase_offset", value] => {
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// When used in combination with "orbitaround", this command allows
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// you to move the actor ahead (or behind) in its orbit by the given offset.
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if let Ok(value_float) = value.parse::<f64>() {
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if let Ok(value_float) = value.parse::<f64>() {
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let offset_radians = 2.0 * PI * value_float;
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let offset_radians = 2.0 * PI * value_float;
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if let Some(phase_radians) = state.orbit_phase {
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if let Some(phase_radians) = state.orbit_phase {
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