Fix style nits in Mods.TS.
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@@ -36,8 +36,8 @@ namespace OpenRA.Mods.TS.Traits
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public readonly WAngle LightPitch = WAngle.FromDegrees(50);
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public readonly WAngle LightYaw = WAngle.FromDegrees(240);
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public readonly float[] LightAmbientColor = new float[] {0.6f, 0.6f, 0.6f};
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public readonly float[] LightDiffuseColor = new float[] {0.4f, 0.4f, 0.4f};
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public readonly float[] LightAmbientColor = new float[] { 0.6f, 0.6f, 0.6f };
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public readonly float[] LightDiffuseColor = new float[] { 0.4f, 0.4f, 0.4f };
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public virtual object Create(ActorInitializer init) { return new RenderVoxels(init.self, this); }
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@@ -59,7 +59,6 @@ namespace OpenRA.Mods.TS.Traits
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this.LightYaw, this.LightAmbientColor, this.LightDiffuseColor, body.CameraPitch,
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palette, init.WorldRenderer.Palette(NormalsPalette), init.WorldRenderer.Palette("shadow"));
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}
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}
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public class RenderVoxels : IRender, INotifyOwnerChanged
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@@ -77,7 +76,7 @@ namespace OpenRA.Mods.TS.Traits
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this.info = info;
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body = self.Trait<IBodyOrientation>();
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camera = new WRot(WAngle.Zero, body.CameraPitch - new WAngle(256), new WAngle(256));
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lightSource = new WRot(WAngle.Zero,new WAngle(256) - info.LightPitch, info.LightYaw);
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lightSource = new WRot(WAngle.Zero, new WAngle(256) - info.LightPitch, info.LightYaw);
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}
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bool initializePalettes = true;
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.TS.Traits
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing) - orientation.Yaw), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new VoxelAnimation(voxel, () => turretOffset, () => new [] { turretOrientation, orientation },
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yield return new VoxelAnimation(voxel, () => turretOffset, () => new[] { turretOrientation, orientation },
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() => false, () => 0);
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}
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}
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@@ -76,7 +76,7 @@ namespace OpenRA.Mods.TS.Traits
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
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}
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@@ -48,12 +48,12 @@ namespace OpenRA.Mods.TS.Traits
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var voxel = VoxelProvider.GetVoxel(rv.Image, info.Sequence);
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rv.Add(new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(self, self.Orientation) },
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => false, () => 0));
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// Selection size
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var rvi = self.Info.Traits.Get<RenderVoxelsInfo>();
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var s = (int)(rvi.Scale*voxel.Size.Aggregate(Math.Max));
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var s = (int)(rvi.Scale * voxel.Size.Aggregate(Math.Max));
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size = new int2(s, s);
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}
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.TS.Traits
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{
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// Rotate vectors to expected orientation
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// Voxel coordinates are x=forward, y=right, z=up
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var channel = new int[] {2,1,0};
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var channel = new int[] { 2, 1, 0 };
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var n = info.Type == NormalType.RedAlert2 ? RA2Normals : TSNormals;
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// Map normals into color range
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@@ -48,8 +48,8 @@ namespace OpenRA.Mods.TS.Traits
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data[i] = 0xFF000000;
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for (var j = 0; j < 3; j++)
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{
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var t = (n[3*i + j] + 1) / 2;
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data[i] |= (uint)((byte)(t*0xFF + 0.5) << (8*channel[j]));
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var t = (n[3 * i + j] + 1) / 2;
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data[i] |= (uint)((byte)(t * 0xFF + 0.5) << (8 * channel[j]));
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}
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}
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