Move Facing and Altitude onto IMove impls, with associated pile of cleanups

This commit is contained in:
Paul Chote
2010-07-31 22:59:43 +12:00
parent 88cb942430
commit 207ee49da3
51 changed files with 186 additions and 184 deletions

View File

@@ -193,13 +193,13 @@ namespace OpenRA.Mods.RA
return Util.RotateVectorByFacing(localRecoil, facing, .7f);
}
public static float2 GetTurretPosition(Actor self, Unit unit, Turret turret)
public static float2 GetTurretPosition(Actor self, IMove move, Turret turret)
{
if (unit == null) return turret.ScreenSpacePosition;
if(move == null) return turret.ScreenSpacePosition; /* things that don't have a rotating base don't need the turrets repositioned */
var ru = self.traits.GetOrDefault<RenderUnit>();
var numDirs = (ru != null) ? ru.anim.CurrentSequence.Facings : 8;
var bodyFacing = unit.Facing;
var bodyFacing = move.Facing;
var quantizedFacing = Util.QuantizeFacing(bodyFacing, numDirs) * (256 / numDirs);
return (Util.RotateVectorByFacing(turret.UnitSpacePosition, quantizedFacing, .7f)
@@ -208,14 +208,14 @@ namespace OpenRA.Mods.RA
}
// gets the screen-space position of a barrel.
public static float2 GetBarrelPosition(Actor self, Unit unit, Turret turret, Barrel barrel)
public static float2 GetBarrelPosition(Actor self, IMove move, Turret turret, Barrel barrel)
{
var turreted = self.traits.GetOrDefault<Turreted>();
if (turreted == null && unit == null)
if (turreted == null && move == null)
return float2.Zero;
var turretFacing = turreted != null ? turreted.turretFacing : unit.Facing;
var turretFacing = turreted != null ? turreted.turretFacing : move.Facing;
return Util.RotateVectorByFacing(barrel.Position, turretFacing, .7f);
}