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'.
This commit is contained in:
committed by
Matthias Mailänder
parent
7073279ab8
commit
2473b8763b
@@ -224,7 +224,7 @@ namespace OpenRA.Mods.Common.Traits
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IDisposable reservation;
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IEnumerable<int> speedModifiers;
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INotifyMoving[] notifyMoving;
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INotifyVisualPositionChanged[] notifyVisualPositionChanged;
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INotifyCenterPositionChanged[] notifyCenterPositionChanged;
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IOverrideAircraftLanding overrideAircraftLanding;
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WRot orientation;
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@@ -344,7 +344,7 @@ namespace OpenRA.Mods.Common.Traits
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notifyMoving = self.TraitsImplementing<INotifyMoving>().ToArray();
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positionOffsets = self.TraitsImplementing<IAircraftCenterPositionOffset>().ToArray();
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overrideAircraftLanding = self.TraitOrDefault<IOverrideAircraftLanding>();
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notifyVisualPositionChanged = self.TraitsImplementing<INotifyVisualPositionChanged>().ToArray();
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notifyCenterPositionChanged = self.TraitsImplementing<INotifyCenterPositionChanged>().ToArray();
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base.Created(self);
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}
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@@ -766,7 +766,7 @@ namespace OpenRA.Mods.Common.Traits
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return SubCell.Invalid;
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}
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public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, pos); }
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public void SetCenterPosition(Actor self, WPos pos) { SetPosition(self, pos); }
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// Changes position, but not altitude
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public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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@@ -797,10 +797,10 @@ namespace OpenRA.Mods.Common.Traits
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else if (!isCruising && cruising)
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OnCruisingAltitudeLeft();
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// NB: This can be called from the constructor before notifyVisualPositionChanged is assigned.
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if (notify && notifyVisualPositionChanged != null)
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foreach (var n in notifyVisualPositionChanged)
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n.VisualPositionChanged(self, 0, 0);
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// NB: This can be called from the constructor before notifyCenterPositionChanged is assigned.
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if (notify && notifyCenterPositionChanged != null)
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foreach (var n in notifyCenterPositionChanged)
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n.CenterPositionChanged(self, 0, 0);
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FinishedMoving(self);
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}
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@@ -946,10 +946,10 @@ namespace OpenRA.Mods.Common.Traits
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return new Land(self, target);
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}
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public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
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public Activity LocalMove(Actor self, WPos fromPos, WPos toPos)
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{
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// TODO: Ignore repulsion when moving
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var activities = new CallFunc(() => SetVisualPosition(self, fromPos));
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var activities = new CallFunc(() => SetCenterPosition(self, fromPos));
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activities.Queue(new Fly(self, Target.FromPos(toPos)));
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return activities;
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}
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