Make ThrowsParticle use WAngle instead of float

This commit is contained in:
reaperrr
2016-03-24 17:46:58 +01:00
parent ade49ba1be
commit 1ee4131f35

View File

@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly int Velocity = 75;
[Desc("Speed at which the particle turns.")]
public readonly float TurnSpeed = 15;
public readonly int TurnSpeed = 15;
public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
}
@@ -53,8 +53,8 @@ namespace OpenRA.Mods.Common.Traits
int tick = 0;
int length;
float facing;
float rotation;
WAngle facing;
WAngle rotation;
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
{
@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits
// TODO: Carry orientation over from the parent instead of just facing
var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
facing = Turreted.GetInitialTurretFacing(init, 0);
facing = WAngle.FromFacing(Turreted.GetInitialTurretFacing(init, 0));
// Calculate final position
var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
@@ -76,23 +76,23 @@ namespace OpenRA.Mods.Common.Traits
length = (finalPos - initialPos).Length / info.Velocity;
// Facing rotation
rotation = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024;
rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
var anim = new Animation(init.World, rs.GetImage(self), () => (int)facing);
var anim = new Animation(init.World, rs.GetImage(self), () => facing.Angle / 4);
anim.PlayRepeating(info.Anim);
rs.Add(new AnimationWithOffset(anim, () => pos, null));
}
public void Tick(Actor self)
{
if (tick == length)
if (tick >= length)
return;
pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
// Spin the particle
facing += rotation;
rotation *= .9f;
rotation = new WAngle(rotation.Angle * 90 / 100);
}
}
}