Fix turret facings for GTWR etc. Fixes #3610.
This commit is contained in:
@@ -18,6 +18,9 @@ namespace OpenRA.Traits
|
||||
{
|
||||
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
|
||||
{
|
||||
[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
|
||||
public readonly int QuantizedFacings = -1;
|
||||
|
||||
[Desc("Camera pitch for rotation calculations")]
|
||||
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
|
||||
public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
|
||||
@@ -25,21 +28,23 @@ namespace OpenRA.Traits
|
||||
|
||||
public class BodyOrientation : IBodyOrientation
|
||||
{
|
||||
[Sync] public int QuantizedFacings { get; set; }
|
||||
BodyOrientationInfo Info;
|
||||
[Sync] public int QuantizedFacings { get; private set; }
|
||||
BodyOrientationInfo info;
|
||||
|
||||
public BodyOrientation(Actor self, BodyOrientationInfo info)
|
||||
{
|
||||
Info = info;
|
||||
this.info = info;
|
||||
if (info.QuantizedFacings > 0)
|
||||
QuantizedFacings = info.QuantizedFacings;
|
||||
}
|
||||
|
||||
public WAngle CameraPitch { get { return Info.CameraPitch; } }
|
||||
public WAngle CameraPitch { get { return info.CameraPitch; } }
|
||||
|
||||
public WVec LocalToWorld(WVec vec)
|
||||
{
|
||||
// RA's 2d perspective doesn't correspond to an orthonormal 3D
|
||||
// coordinate system, so fudge the y axis to make things look good
|
||||
return new WVec(vec.Y, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
|
||||
return new WVec(vec.Y, -info.CameraPitch.Sin()*vec.X/1024, vec.Z);
|
||||
}
|
||||
|
||||
public WRot QuantizeOrientation(Actor self, WRot orientation)
|
||||
@@ -54,5 +59,11 @@ namespace OpenRA.Traits
|
||||
// Roll and pitch are always zero if yaw is quantized
|
||||
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
|
||||
}
|
||||
|
||||
public void SetAutodetectedFacings(int facings)
|
||||
{
|
||||
if (info.QuantizedFacings < 0)
|
||||
QuantizedFacings = facings;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace OpenRA.Traits
|
||||
: this(self, MakeFacingFunc(self))
|
||||
{
|
||||
anim.PlayRepeating("idle");
|
||||
self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings;
|
||||
self.Trait<IBodyOrientation>().SetAutodetectedFacings(anim.CurrentSequence.Facings);
|
||||
}
|
||||
|
||||
public int2 SelectionSize(Actor self)
|
||||
|
||||
@@ -191,9 +191,10 @@ namespace OpenRA.Traits
|
||||
public interface IBodyOrientation
|
||||
{
|
||||
WAngle CameraPitch { get; }
|
||||
int QuantizedFacings { get; set; }
|
||||
int QuantizedFacings { get; }
|
||||
WVec LocalToWorld(WVec vec);
|
||||
WRot QuantizeOrientation(Actor self, WRot orientation);
|
||||
void SetAutodetectedFacings(int facings);
|
||||
}
|
||||
public interface IBodyOrientationInfo {}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user