Remove WithSpriteRotorOverlay
This is now redundant as WithIdleOverlay + upgrades can be used to completely replicate its functionality.
This commit is contained in:
@@ -448,7 +448,6 @@
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<Compile Include="Traits\Render\WithRepairAnimation.cs" />
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<Compile Include="Traits\Render\WithRepairOverlay.cs" />
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<Compile Include="Traits\Render\WithResources.cs" />
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<Compile Include="Traits\Render\WithSpriteRotorOverlay.cs" />
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<Compile Include="Traits\Render\WithShadow.cs" />
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<Compile Include="Traits\Render\WithSpriteBody.cs" />
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<Compile Include="Traits\Render\WithSpriteTurret.cs" />
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@@ -1,81 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Displays a helicopter rotor overlay.")]
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public class WithSpriteRotorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Sequence name to use when flying")]
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[SequenceReference] public readonly string Sequence = "rotor";
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[Desc("Sequence name to use when landed")]
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[SequenceReference] public readonly string GroundSequence = "slow-rotor";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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public object Create(ActorInitializer init) { return new WithSpriteRotorOverlay(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
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}
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}
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public class WithSpriteRotorOverlay : ITick
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{
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readonly WithSpriteRotorOverlayInfo info;
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readonly Animation rotorAnim;
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readonly IMove movement;
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public WithSpriteRotorOverlay(Actor self, WithSpriteRotorOverlayInfo info)
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{
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this.info = info;
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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movement = self.Trait<IMove>();
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rotorAnim = new Animation(self.World, rs.GetImage(self));
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rotorAnim.PlayRepeating(info.Sequence);
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rs.Add(new AnimationWithOffset(rotorAnim,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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null, p => ZOffsetFromCenter(self, p, 1)));
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}
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public void Tick(Actor self)
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{
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var isFlying = movement.IsMoving && !self.IsDead;
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if (isFlying ^ (rotorAnim.CurrentSequence.Name != info.Sequence))
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return;
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rotorAnim.ReplaceAnim(isFlying ? info.Sequence : info.GroundSequence);
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}
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public static int ZOffsetFromCenter(Actor self, WPos pos, int offset)
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{
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var delta = self.CenterPosition - pos;
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return delta.Y + delta.Z + offset;
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}
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}
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}
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@@ -130,6 +130,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Value.Nodes.Add(new MiniYamlNode("Id", id));
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}
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if (engineVersion < 20160611)
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{
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// Deprecated WithSpriteRotorOverlay
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if (depth == 1 && node.Key.StartsWith("WithSpriteRotorOverlay"))
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{
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var parts = node.Key.Split('@');
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node.Key = "WithIdleOverlay";
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if (parts.Length > 1)
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node.Key += "@" + parts[1];
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Console.WriteLine("The 'WithSpriteRotorOverlay' trait has been removed.");
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Console.WriteLine("Its functionality can be fully replicated with 'WithIdleOverlay' + upgrades.");
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Console.WriteLine("Look at the helicopters in our RA / C&C1 mods for implementation details.");
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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