Add control over whether trails should spawn with or without delay
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@@ -58,6 +58,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Use opposite offset for every second spawned trail.")]
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public readonly bool AlternateOffset = false;
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[Desc("Should the trail spawn at the last position or at current position?")]
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public readonly bool SpawnAtLastPosition = true;
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public override object Create(ActorInitializer init) { return new LeavesTrails(init.Self, this); }
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}
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@@ -74,14 +77,15 @@ namespace OpenRA.Mods.Common.Traits.Render
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cachedInterval = Info.StartDelay;
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}
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WPos cachedPosition;
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public void Created(Actor self)
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{
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body = self.Trait<BodyOrientation>();
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facing = self.TraitOrDefault<IFacing>();
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cachedFacing = facing != null ? facing.Facing : 0;
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cachedPosition = self.CenterPosition;
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}
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WPos cachedPosition;
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int ticks;
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bool evenNumber;
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bool wasStationary;
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@@ -102,16 +106,21 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (++ticks >= cachedInterval)
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{
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var cachedCell = self.World.Map.CellContaining(cachedPosition);
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var type = self.World.Map.GetTerrainInfo(cachedCell).Type;
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var spawnCell = Info.SpawnAtLastPosition ? self.World.Map.CellContaining(cachedPosition) : self.World.Map.CellContaining(self.CenterPosition);
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var type = self.World.Map.GetTerrainInfo(spawnCell).Type;
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var offset = Info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var pos = Info.Type == TrailType.CenterPosition ? cachedPosition + body.LocalToWorld(Info.AlternateOffset && evenNumber ? -offset : offset)
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: self.World.Map.CenterOfCell(cachedCell);
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var offsetRotation = Info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var spawnOffset = body.LocalToWorld(Info.AlternateOffset && evenNumber ? -offsetRotation : offsetRotation);
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var spawnPosition = Info.SpawnAtLastPosition ? cachedPosition : self.CenterPosition;
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var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + spawnOffset :
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self.World.Map.CenterOfCell(spawnCell);
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : 0);
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if (Info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(Info.Image))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image,
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, cachedFacing, Info.VisibleThroughFog)));
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, spawnFacing, Info.VisibleThroughFog)));
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cachedPosition = self.CenterPosition;
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cachedFacing = facing != null ? facing.Facing : 0;
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