Facing -> new trait ("Unit")

This commit is contained in:
Bob
2009-11-25 18:11:44 +13:00
parent 7ccb2aa9ee
commit 2aea110497
21 changed files with 120 additions and 87 deletions

View File

@@ -36,19 +36,19 @@ namespace OpenRa.Game.Traits
public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
{
var mobile = self.traits.Get<Mobile>();
var unit = self.traits.Get<Unit>();
var attack = self.traits.WithInterface<AttackBase>().FirstOrDefault();
yield return Util.Centered(self, anim.Image, self.CenterLocation);
yield return Util.Centered(self, turretAnim.Image, self.CenterLocation
+ Util.GetTurretPosition(self, self.unitInfo.PrimaryOffset, attack.primaryRecoil));
+ Util.GetTurretPosition(self, unit, self.unitInfo.PrimaryOffset, attack.primaryRecoil));
if (self.unitInfo.SecondaryOffset != null)
yield return Util.Centered(self, turretAnim.Image, self.CenterLocation
+ Util.GetTurretPosition(self, self.unitInfo.SecondaryOffset, attack.secondaryRecoil));
+ Util.GetTurretPosition(self, unit, self.unitInfo.SecondaryOffset, attack.secondaryRecoil));
if (muzzleFlash != null && attack.primaryRecoil > 0)
yield return Util.Centered(self, muzzleFlash.Image, self.CenterLocation
+ Util.GetTurretPosition(self, self.unitInfo.PrimaryOffset, attack.primaryRecoil));
+ Util.GetTurretPosition(self, unit, self.unitInfo.PrimaryOffset, attack.primaryRecoil));
}
public override void Tick(Actor self)