Rename methods/activities with Visual in them
While they may be only 'visual' in terms of influence/cell grid, they all do update CenterPosition, which is essentially the actual world position of the actor. 'Visual' would imply that it only affects the position where the actor is drawn, which is inaccurate. Furthermore, using the term 'Visual' here would make naming future methods/properties related to visual interpolation unnecessarily complicated, because that's where we might need a real 'Visual(Only)Position'.
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committed by
Matthias Mailänder
parent
7073279ab8
commit
2473b8763b
@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Activities
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? WPos.Lerp(start, end, ticks, length - 1)
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: end;
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positionable.SetVisualPosition(self, pos);
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positionable.SetCenterPosition(self, pos);
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if (++ticks >= length)
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return true;
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@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class VisualMoveIntoTarget : Activity
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public class LocalMoveIntoTarget : Activity
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{
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readonly Mobile mobile;
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readonly Target target;
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly WDist targetMovementThreshold;
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WPos targetStartPos;
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public VisualMoveIntoTarget(Actor self, in Target target, WDist targetMovementThreshold, Color? targetLineColor = null)
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public LocalMoveIntoTarget(Actor self, in Target target, WDist targetMovementThreshold, Color? targetLineColor = null)
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{
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mobile = self.Trait<Mobile>();
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this.target = target;
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@@ -66,12 +66,12 @@ namespace OpenRA.Mods.Common.Activities
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var speed = mobile.MovementSpeedForCell(self, self.Location);
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if (delta.LengthSquared <= speed * speed)
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{
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mobile.SetVisualPosition(self, targetPos);
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mobile.SetCenterPosition(self, targetPos);
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return true;
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}
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// Move towards the target
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mobile.SetVisualPosition(self, currentPos + delta * speed / delta.Length);
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mobile.SetCenterPosition(self, currentPos + delta * speed / delta.Length);
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return false;
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}
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@@ -478,10 +478,10 @@ namespace OpenRA.Mods.Common.Activities
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if (self.Location.Layer == 0)
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pos -= new WVec(WDist.Zero, WDist.Zero, self.World.Map.DistanceAboveTerrain(pos));
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mobile.SetVisualPosition(self, pos);
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mobile.SetCenterPosition(self, pos);
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}
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else
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mobile.SetVisualPosition(self, To);
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mobile.SetCenterPosition(self, To);
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if (moveFraction >= MoveFractionTotal)
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mobile.Facing = ToFacing;
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