Calculate building placement offsets in screen space.
This commit is contained in:
committed by
Oliver Brakmann
parent
0161d68237
commit
0f6dda3f5f
@@ -26,8 +26,7 @@ namespace OpenRA.Mods.Common.Widgets
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readonly EditorActorLayer editorLayer;
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readonly EditorViewportControllerWidget editorWidget;
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readonly ActorPreviewWidget preview;
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readonly CVec locationOffset;
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readonly WVec previewOffset;
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readonly WVec centerOffset;
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readonly PlayerReference owner;
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readonly CVec[] footprint;
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@@ -49,10 +48,7 @@ namespace OpenRA.Mods.Common.Widgets
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var buildingInfo = actor.TraitInfoOrDefault<BuildingInfo>();
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if (buildingInfo != null)
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{
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locationOffset = -buildingInfo.LocationOffset();
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previewOffset = buildingInfo.CenterOffset(world);
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}
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centerOffset = buildingInfo.CenterOffset(world);
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var td = new TypeDictionary();
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td.Add(new FacingInit(facing));
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@@ -91,17 +87,16 @@ namespace OpenRA.Mods.Common.Widgets
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return false;
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}
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var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
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var cell = worldRenderer.Viewport.ViewToWorld(mi.Location - worldRenderer.ScreenPxOffset(centerOffset));
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
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{
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// Check the actor is inside the map
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if (!footprint.All(c => world.Map.Tiles.Contains(cell + locationOffset + c)))
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if (!footprint.All(c => world.Map.Tiles.Contains(cell + c)))
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return true;
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var newActorReference = new ActorReference(Actor.Name);
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newActorReference.Add(new OwnerInit(owner.Name));
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cell += locationOffset;
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newActorReference.Add(new LocationInit(cell));
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var ios = Actor.TraitInfoOrDefault<IOccupySpaceInfo>();
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@@ -128,8 +123,8 @@ namespace OpenRA.Mods.Common.Widgets
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public void Tick()
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{
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var cell = worldRenderer.Viewport.ViewToWorld(Viewport.LastMousePos);
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var pos = world.Map.CenterOfCell(cell + locationOffset) + previewOffset;
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var cell = worldRenderer.Viewport.ViewToWorld(Viewport.LastMousePos - worldRenderer.ScreenPxOffset(centerOffset));
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var pos = world.Map.CenterOfCell(cell) + centerOffset;
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var origin = worldRenderer.Viewport.WorldToViewPx(worldRenderer.ScreenPxPosition(pos));
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