fix #1052; tidy up *Init; route initial turret facing for husks through new TurretFacingInit

This commit is contained in:
Chris Forbes
2011-07-28 23:07:14 +12:00
parent 096fe7759c
commit 2bf7cb1496
7 changed files with 84 additions and 164 deletions

View File

@@ -14,22 +14,20 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ThrowsParticleInfo : ITraitInfo
class ThrowsParticleInfo : ITraitInfo, Requires<RenderUnitInfo>
{
public readonly string Anim = null;
public readonly int[] Offset = new[] { 0, 0, 0, 0 };
public readonly int[] Spread = new[] { 0, 0 };
public readonly float Speed = 20;
public readonly string AnimKey = null;
public readonly bool UseTurretFacing = true;
public readonly float ROT = 15;
public object Create(ActorInitializer init) { return new ThrowsParticle(this); }
public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
}
class ThrowsParticle : ITick
{
ThrowsParticleInfo info;
float2 pos;
float alt;
@@ -40,34 +38,29 @@ namespace OpenRA.Mods.RA
const float gravity = 1.3f;
public ThrowsParticle(ThrowsParticleInfo info) { this.info = info; }
public float? InitialFacing = null;
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
{
var self = init.self;
var ifacing = self.Trait<IFacing>();
var ru = self.Trait<RenderUnit>();
alt = 0;
facing = Turreted.GetInitialTurretFacing( init, 0 );
pos = Combat.GetTurretPosition(self, ifacing, new Turret(info.Offset));
v = Game.CosmeticRandom.Gauss2D(1) * info.Spread.RelOffset();
dfacing = Game.CosmeticRandom.Gauss1D(2) * info.ROT;
va = info.Speed;
var anim = new Animation(ru.GetImage(self), () => (int)facing);
anim.PlayRepeating(info.Anim);
ru.anims.Add(info.AnimKey, new AnimationWithOffset(
anim, () => pos - new float2(0, alt), null));
}
public void Tick(Actor self)
{
if (info != null)
{
alt = 0;
var ifacing = self.Trait<IFacing>();
pos = Combat.GetTurretPosition(self, ifacing, new Turret(info.Offset));
var ru = self.Trait<RenderUnit>();
v = Game.CosmeticRandom.Gauss2D(1) * info.Spread.RelOffset();
dfacing = Game.CosmeticRandom.Gauss1D(2) * info.ROT;
va = info.Speed;
if (!info.UseTurretFacing) InitialFacing = null;
facing = InitialFacing ?? ifacing.Facing;
var anim = new Animation(ru.GetImage(self), () => (int)facing);
anim.PlayRepeating(info.Anim);
ru.anims.Add(info.AnimKey, new AnimationWithOffset(
anim, () => pos - new float2(0, alt), null));
info = null;
}
va -= gravity;
alt += va;