Fix turret facings for GTWR etc. Fixes #3610.

This commit is contained in:
Paul Chote
2013-08-03 11:47:25 +12:00
parent deb03e7a02
commit 03e09e25bb
7 changed files with 24 additions and 14 deletions

View File

@@ -18,6 +18,9 @@ namespace OpenRA.Traits
{ {
public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo 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")] [Desc("Camera pitch for rotation calculations")]
public readonly WAngle CameraPitch = WAngle.FromDegrees(40); public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); } public object Create(ActorInitializer init) { return new BodyOrientation(init.self, this); }
@@ -25,21 +28,23 @@ namespace OpenRA.Traits
public class BodyOrientation : IBodyOrientation public class BodyOrientation : IBodyOrientation
{ {
[Sync] public int QuantizedFacings { get; set; } [Sync] public int QuantizedFacings { get; private set; }
BodyOrientationInfo Info; BodyOrientationInfo info;
public BodyOrientation(Actor self, 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) public WVec LocalToWorld(WVec vec)
{ {
// RA's 2d perspective doesn't correspond to an orthonormal 3D // RA's 2d perspective doesn't correspond to an orthonormal 3D
// coordinate system, so fudge the y axis to make things look good // 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) public WRot QuantizeOrientation(Actor self, WRot orientation)
@@ -54,5 +59,11 @@ namespace OpenRA.Traits
// Roll and pitch are always zero if yaw is quantized // Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)); return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
} }
public void SetAutodetectedFacings(int facings)
{
if (info.QuantizedFacings < 0)
QuantizedFacings = facings;
}
} }
} }

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@@ -44,7 +44,7 @@ namespace OpenRA.Traits
: this(self, MakeFacingFunc(self)) : this(self, MakeFacingFunc(self))
{ {
anim.PlayRepeating("idle"); anim.PlayRepeating("idle");
self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings; self.Trait<IBodyOrientation>().SetAutodetectedFacings(anim.CurrentSequence.Facings);
} }
public int2 SelectionSize(Actor self) public int2 SelectionSize(Actor self)

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@@ -191,9 +191,10 @@ namespace OpenRA.Traits
public interface IBodyOrientation public interface IBodyOrientation
{ {
WAngle CameraPitch { get; } WAngle CameraPitch { get; }
int QuantizedFacings { get; set; } int QuantizedFacings { get; }
WVec LocalToWorld(WVec vec); WVec LocalToWorld(WVec vec);
WRot QuantizeOrientation(Actor self, WRot orientation); WRot QuantizeOrientation(Actor self, WRot orientation);
void SetAutodetectedFacings(int facings);
} }
public interface IBodyOrientationInfo {} public interface IBodyOrientationInfo {}

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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA.Render
rightWake.Play("wake-right"); rightWake.Play("wake-right");
anims.Add("wake-right", new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87)); anims.Add("wake-right", new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
self.Trait<IBodyOrientation>().QuantizedFacings = 2; self.Trait<IBodyOrientation>().SetAutodetectedFacings(2);
} }
public void DamageStateChanged(Actor self, AttackInfo e) public void DamageStateChanged(Actor self, AttackInfo e)

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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.RA.Render
// Work around a bogus crash // Work around a bogus crash
anim.PlayRepeating( NormalizeSequence(self, "idle") ); anim.PlayRepeating( NormalizeSequence(self, "idle") );
self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings; self.Trait<IBodyOrientation>().SetAutodetectedFacings(anim.CurrentSequence.Facings);
// Can't call Complete() directly from ctor because other traits haven't been inited yet // Can't call Complete() directly from ctor because other traits haven't been inited yet
if (self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation && !init.Contains<SkipMakeAnimsInit>()) if (self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation && !init.Contains<SkipMakeAnimsInit>())

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@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA.Render
State = AnimationState.Waiting; State = AnimationState.Waiting;
mobile = self.Trait<Mobile>(); mobile = self.Trait<Mobile>();
self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings; self.Trait<IBodyOrientation>().SetAutodetectedFacings(anim.CurrentSequence.Facings);
} }
public void Attacking(Actor self, Target target) public void Attacking(Actor self, Target target)

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@@ -605,8 +605,6 @@ OBLI:
Turreted: Turreted:
ROT:255 ROT:255
AutoTarget: AutoTarget:
RenderBuilding:
QuantizedFacings: 8
-RenderBuilding: -RenderBuilding:
RenderRangeCircle: RenderRangeCircle:
-EmitInfantryOnSell: -EmitInfantryOnSell:
@@ -638,7 +636,7 @@ GTWR:
Weapon: HighV Weapon: HighV
LocalOffset: 256,0,256 LocalOffset: 256,0,256
AttackTurreted: AttackTurreted:
RenderBuilding: BodyOrientation:
QuantizedFacings: 8 QuantizedFacings: 8
AutoTarget: AutoTarget:
DetectCloaked: DetectCloaked:
@@ -682,7 +680,7 @@ ATWR:
LocalYaw: -100,100 LocalYaw: -100,100
AttackTurreted: AttackTurreted:
AutoTarget: AutoTarget:
RenderBuilding: BodyOrientation:
QuantizedFacings: 8 QuantizedFacings: 8
RenderDetectionCircle: RenderDetectionCircle:
DetectCloaked: DetectCloaked: