branchbefore/main/EquipAndStowcancel
16 Commits over 0 Days - ∞cph!
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Yet another merge from main
Some more assets got saved when I exited Unity.
Starting to get some decent results.
More work on item management. Feels like this should really be something we deal with in parallel to a lot of other shit. Still 'Feel Threatened' doesn't behave just the way I'd prefer, but slightly better, perhaps...
Working on getting Unit to properly feel threatened when it should. Not quite there yet...
Allow Bow to be held (item filter).
Moar work on equip and stow item management. Not quite working yet. Almost there.
Animations SwitchBackL and SwitchBackR got an animation event added.
Items Component now hooks up to above mentioned animation events.
Items Component now fires the triggers for the above mentioned animation events when Equip / Stow actions occur.
Equip Carried Item Ability added.
Stow Equipped Item Ability added.
Human Items AI Module now has a plan for equipping and stowing weapons (the Behaviour Chain Selector remain before I hook it up to the Equip Carried Item Ability)
Items component should be ready for Equip and Stow now.
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.