Add control over whether trails should spawn with or without delay

This commit is contained in:
reaperrr
2016-04-13 21:42:53 +02:00
parent 866e0b3577
commit 04d075ca9f

View File

@@ -58,6 +58,9 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Use opposite offset for every second spawned trail.")]
public readonly bool AlternateOffset = false;
[Desc("Should the trail spawn at the last position or at current position?")]
public readonly bool SpawnAtLastPosition = true;
public override object Create(ActorInitializer init) { return new LeavesTrails(init.Self, this); }
}
@@ -74,14 +77,15 @@ namespace OpenRA.Mods.Common.Traits.Render
cachedInterval = Info.StartDelay;
}
WPos cachedPosition;
public void Created(Actor self)
{
body = self.Trait<BodyOrientation>();
facing = self.TraitOrDefault<IFacing>();
cachedFacing = facing != null ? facing.Facing : 0;
cachedPosition = self.CenterPosition;
}
WPos cachedPosition;
int ticks;
bool evenNumber;
bool wasStationary;
@@ -102,16 +106,21 @@ namespace OpenRA.Mods.Common.Traits.Render
if (++ticks >= cachedInterval)
{
var cachedCell = self.World.Map.CellContaining(cachedPosition);
var type = self.World.Map.GetTerrainInfo(cachedCell).Type;
var spawnCell = Info.SpawnAtLastPosition ? self.World.Map.CellContaining(cachedPosition) : self.World.Map.CellContaining(self.CenterPosition);
var type = self.World.Map.GetTerrainInfo(spawnCell).Type;
var offset = Info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
var pos = Info.Type == TrailType.CenterPosition ? cachedPosition + body.LocalToWorld(Info.AlternateOffset && evenNumber ? -offset : offset)
: self.World.Map.CenterOfCell(cachedCell);
var offsetRotation = Info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
var spawnOffset = body.LocalToWorld(Info.AlternateOffset && evenNumber ? -offsetRotation : offsetRotation);
var spawnPosition = Info.SpawnAtLastPosition ? cachedPosition : self.CenterPosition;
var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + spawnOffset :
self.World.Map.CenterOfCell(spawnCell);
var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : 0);
if (Info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(Info.Image))
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image,
Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, cachedFacing, Info.VisibleThroughFog)));
Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, spawnFacing, Info.VisibleThroughFog)));
cachedPosition = self.CenterPosition;
cachedFacing = facing != null ? facing.Facing : 0;