Add constants and state for target occlusion tracking
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@@ -343,6 +343,8 @@ const TARGETING_ACTIVE_TARGET_RELEASE_DISTANCE =
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TARGETING_MAX_ACTIVE_TARGET_DISTANCE + 0.75;
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const TARGETING_AUTO_RETARGET_SAFE_DISTANCE =
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TARGETING_MAX_ACTIVE_TARGET_DISTANCE - 0.75;
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const TARGETING_VISIBILITY_TARGET_CLEARANCE = 0.45;
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const TARGETING_ACTIVE_OCCLUSION_GRACE_SECONDS = 0.35;
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// Proposed-target camera nudging is intentionally disabled for now. Lux alone
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// should communicate proposal without moving the gameplay camera.
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// const PROPOSED_TARGET_CAMERA_ASSIST_STRENGTH = 0.28;
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@@ -733,6 +735,7 @@ export class RuntimeHost {
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private runtimeTargetCandidates: RuntimeTargetCandidate[] = [];
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private proposedRuntimeTarget: RuntimeTargetCandidate | null = null;
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private activeRuntimeTargetReference: RuntimeTargetReference | null = null;
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private activeRuntimeTargetOcclusionSeconds = 0;
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private runtimeTargetSwitchInputHeld = false;
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private previousTargetCycleInputActive = false;
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private activeCameraRigOverrideEntityId: string | null = null;
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@@ -5512,6 +5515,7 @@ export class RuntimeHost {
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this.runtimeTargetCandidates = [];
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this.proposedRuntimeTarget = null;
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this.activeRuntimeTargetReference = null;
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this.activeRuntimeTargetOcclusionSeconds = 0;
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this.runtimeTargetSwitchInputHeld = false;
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this.previousTargetCycleInputActive = false;
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this.targetingLuxInitialized = false;
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@@ -5537,6 +5541,7 @@ export class RuntimeHost {
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private setActiveRuntimeTargetReference(reference: RuntimeTargetReference | null) {
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this.activeRuntimeTargetReference = reference;
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this.activeRuntimeTargetOcclusionSeconds = 0;
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this.runtimeTargetSwitchInputHeld = false;
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}
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