Make Contrail conditional and public
Also moved it to 'Render' subfolder while at it.
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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@@ -10,6 +10,7 @@
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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@@ -18,7 +19,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Draw a colored contrail behind this actor when they move.")]
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class ContrailInfo : TraitInfo, Requires<BodyOrientationInfo>
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public class ContrailInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
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{
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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@@ -41,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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public override object Create(ActorInitializer init) { return new Contrail(init.Self, this); }
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}
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class Contrail : ITick, IRender, INotifyAddedToWorld
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public class Contrail : ConditionalTrait<ContrailInfo>, ITick, IRender, INotifyAddedToWorld
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{
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readonly ContrailInfo info;
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readonly BodyOrientation body;
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@@ -51,6 +52,7 @@ namespace OpenRA.Mods.Common.Traits
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ContrailRenderable trail;
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public Contrail(Actor self, ContrailInfo info)
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: base(info)
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{
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this.info = info;
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@@ -62,12 +64,17 @@ namespace OpenRA.Mods.Common.Traits
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void ITick.Tick(Actor self)
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{
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// We want to update the trails' position even while the trait is disabled,
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// otherwise we might get visual 'jumps' when the trait is re-enabled.
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var local = info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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trail.Update(self.CenterPosition + body.LocalToWorld(local));
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}
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IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
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{
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if (IsTraitDisabled)
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return Enumerable.Empty<IRenderable>();
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return new IRenderable[] { trail };
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}
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