Improve wired movement rendering and follow sync

This commit is contained in:
Lorenzune
2026-03-25 03:26:27 +01:00
parent 35e7dd9560
commit 296df767ba
8 changed files with 631 additions and 361 deletions
+2 -2
View File
@@ -1816,13 +1816,13 @@ export class RoomEngine implements IRoomEngine, IRoomCreator, IRoomEngineService
if(roomOwnObject && roomOwnObject.logic && maskUpdate) roomOwnObject.logic.processUpdateMessage(maskUpdate);
}
public rollRoomObjectFloor(roomId: number, objectId: number, location: IVector3D, targetLocation: IVector3D, duration: number = ObjectMoveUpdateMessage.DEFAULT_DURATION, direction: IVector3D = null): void
public rollRoomObjectFloor(roomId: number, objectId: number, location: IVector3D, targetLocation: IVector3D, duration: number = ObjectMoveUpdateMessage.DEFAULT_DURATION, direction: IVector3D = null, elapsed: number = 0, anchorObject: IRoomObjectController = null, anchorOffset: IVector3D = null): void
{
const object = this.getRoomObjectFloor(roomId, objectId);
if(!object) return;
object.processUpdateMessage(new ObjectMoveUpdateMessage(location, targetLocation, direction, !!targetLocation, duration));
object.processUpdateMessage(new ObjectMoveUpdateMessage(location, targetLocation, direction, !!targetLocation, duration, elapsed, anchorObject, anchorOffset));
}
public updateRoomObjectWallLocation(roomId: number, objectId: number, location: IVector3D): boolean