View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0029891 | Heart Of The Machine | Bug - Other | Nov 26, 2024 2:18 pm | Nov 27, 2024 3:36 pm | |
Reporter | mblazewicz | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | open | ||
Product Version | 0.596 Escaping The City | ||||
Summary | 0029891: Other - Buildings in the path of the dragon that will be destroyed aren't highlighted | ||||
Description | Description: Buildings in the path of the dragon that will be destroyed aren't highlighted leading to sometimes destroying own buildings by accident Steps to reproduce: 1. Load the provided save 2. Select the dragon and toggle it's move function 3. Move the dragon in a way where between your starting locating and desired point at least one tall building is located 4. Observe that the building is destroyed despite not being highlighted | ||||
Tags | No tags attached. | ||||
related to | 0029911 | new | Suggestion - Highlight buildings that will be destroyed if you reposition the Great Wyrm to highlighted spot |
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Yep, this is on purpose. I don't actually even know, and it would be very hard to calculate in advance, due to the nature of the colliders. There is not a true technical solution to this that would not over-estimate or under-estimate. In general, this will cause players to have to just be extra careful about how they fly their dragons, which I like. If they move the ghost of the dragon across the route, they can test any particular spot, if they care to that degree. |
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Adding attachments: |
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Re-opening based on: https://discord.com/channels/@me/1242835929375182951/1311061834505130106 This solution is based on the assumption that buildings are destroyed basically OnCollisionEnter with dragon's collider or similar: You can copy the dragons collider and move it from dragon to mouse position once per... whatever seems best but every 10-20 frames or change to mouse position would be my go to solutions. If the partial colliders are direct children of the dragon (for whatever reason), make all partial colliders into children of an empty game object that will group them and when you reference and copy the parent you just set up this should also copy the children. That will give you the exact data of which buildings will be destroyed exactly while also at least seemingly not being hard to implement, there are some more optimal but also tricky solutions. E.g. you could copy just the widest collider and cast it at desired height. That will give you the same data, while only moving one collider instead of the collective, but requires colliders to be setup in a specific way (If you go with either of these remember to destroy them probably best idea would be to destroy them based on distance from the dragon since the distance shouldn't be grater than the movement range) |
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Since the custom colliders are capsulecast-y (Rather than Unity default I was used to and assumed at the begining) Find the point exactly half way between dragon and cursor at desired height (Math for that was pretty simple but for the life of me I can't remember it) Specifically copy the widest "collider" Place the copy at the aforementioned point (preferably while placing) Rotate it to be on the line from cursor to dragon (preferably while placing) Stretch it to be the full depth of the line (scale = 1/2 line length probably should do the trick but no guarantees) (preferably while placing) Depending on what you can do with it either destroy (and place a new one on the next check) or make the end closest to the mouse follow the mouse cursor This should give you the exact data needed |
Date Modified | Username | Field | Change |
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Nov 26, 2024 2:18 pm | mblazewicz | New Issue | |
Nov 26, 2024 2:18 pm | mblazewicz | Status | new => assigned |
Nov 26, 2024 2:18 pm | mblazewicz | Assigned To | => mblazewicz |
Nov 26, 2024 2:25 pm | Chris_McElligottPark | Status | assigned => closed |
Nov 26, 2024 2:25 pm | Chris_McElligottPark | Resolution | open => no change required |
Nov 26, 2024 2:25 pm | Chris_McElligottPark | Note Added: 0070897 | |
Nov 26, 2024 2:28 pm | mblazewicz | Note Added: 0070898 | |
Nov 26, 2024 2:28 pm | mblazewicz | File Added: 29891_Video.mp4 | |
Nov 26, 2024 2:28 pm | mblazewicz | File Added: 29891_Save.save | |
Nov 26, 2024 2:28 pm | mblazewicz | Assigned To | mblazewicz => Jan Kuzior |
Nov 26, 2024 2:29 pm | Jan Kuzior | Assigned To | Jan Kuzior => Chris_McElligottPark |
Nov 26, 2024 3:21 pm | mblazewicz | Status | closed => assigned |
Nov 26, 2024 3:21 pm | mblazewicz | Note Added: 0070899 | |
Nov 26, 2024 3:22 pm | mblazewicz | Resolution | no change required => open |
Nov 26, 2024 3:50 pm | mblazewicz | Note Added: 0070900 | |
Nov 26, 2024 3:51 pm | mblazewicz | Note Edited: 0070900 | |
Nov 27, 2024 3:36 pm | mblazewicz | Relationship added | related to 0029911 |