This commit is contained in:
Quaternions 2024-02-11 04:25:33 -08:00
parent c58ea36d28
commit c9b06823e7

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@ -744,6 +744,8 @@ pub struct PhysicsState{
//the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0
spawn_point:Planar64Vec3,
//lmao lets go
start_time:Option<Time>,
}
#[derive(Clone,Default)]
pub struct PhysicsOutputState{
@ -1086,6 +1088,7 @@ impl Default for PhysicsState{
world:WorldState{},
game:GameMechanicsState::default(),
modes:Modes::default(),
start_time:None,
}
}
}
@ -1569,6 +1572,21 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
set_acceleration(&mut self.body,&self.touching,&self.models,&self.style.mesh(),a);
},
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//check for mapstart and set start time
let model_id=c.model_id();
let start_model_id=self.modes.get_mode(0).unwrap().start;
if model_id==start_model_id{
//object touched is a mapstart
println!("Start!");
self.start_time=Some(self.time);
}
//check for map finish and print end time
if general.zone.as_ref().is_some_and(|zone|zone.behaviour==crate::model::ZoneBehaviour::Finish){
if let Some(start_time)=self.start_time.take(){
println!("Finish! Time={}",self.time-start_time);
}
}
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.touching.insert(c);
run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model_id);