Wired in the encounters triggering and saving

This commit is contained in:
Sebastian Bularca
2026-05-21 23:49:28 +02:00
parent 27b7aeee46
commit 8aea6f7eb3
9 changed files with 140 additions and 38 deletions

View File

@@ -99,6 +99,12 @@ namespace Nox.Game {
HandleClickableLocation();
}
if(adventureData.isEncounterActive) {
partyCanMove = false;
adventureData.isPartyMoving = false;
return;
}
if(!partyCanMove) {
adventureData.isPartyMoving = false;
return;
@@ -111,11 +117,12 @@ namespace Nox.Game {
}
adventureData.isPartyMoving = true;
partyReference.transform.position = Vector3.MoveTowards(
var pos = Vector3.MoveTowards(
new Vector3(partyReference.transform.position.x, 0,
partyReference.transform.position.z), targetPosition,
Time.deltaTime * adventureSettings.partyBaseSpeed);
encounterHandler?.CheckForEncounters(partyReference.transform.position);
partyReference.transform.position = pos;
encounterHandler?.CheckForEncounters(pos);
}
private void HandleHover() {