Change Exit.SpawnOffsetVector to WVec.
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@@ -51,8 +51,7 @@ namespace OpenRA.Mods.RA.Air
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heli.reservation = res.Reserve(dest, self, heli);
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var exit = dest.Info.Traits.WithInterface<ExitInfo>().FirstOrDefault();
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var offset = (exit == null) ? WVec.Zero :
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new WVec(exit.SpawnOffsetVector.X, exit.SpawnOffsetVector.Y, 0) * 1024 / Game.CellSize;
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var offset = (exit != null) ? exit.SpawnOffsetVector : WVec.Zero;
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return Util.SequenceActivities(
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new HeliFly(dest.CenterPosition + offset),
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@@ -72,8 +72,7 @@ namespace OpenRA.Mods.RA.Air
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reservation = res.Reserve(order.TargetActor, self, this);
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var exit = order.TargetActor.Info.Traits.WithInterface<ExitInfo>().FirstOrDefault();
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var offset = (exit == null) ? WVec.Zero :
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new WVec(exit.SpawnOffsetVector.X, exit.SpawnOffsetVector.Y, 0) * 1024 / Game.CellSize;
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var offset = (exit != null) ? exit.SpawnOffsetVector : WVec.Zero;
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self.SetTargetLine(Target.FromActor(order.TargetActor), Color.Green);
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@@ -217,8 +217,7 @@ namespace OpenRA.Mods.RA.Missions
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cargo.Load(chinook, world.CreateActor(false, ChinookCargo.Random(world.SharedRandom), allies, null, null));
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var exit = lz.Info.Traits.WithInterface<ExitInfo>().FirstOrDefault();
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var offset = (exit == null) ? WVec.Zero :
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new WVec(exit.SpawnOffsetVector.X, exit.SpawnOffsetVector.Y, 0) * 1024 / Game.CellSize;
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var offset = (exit != null) ? exit.SpawnOffsetVector : WVec.Zero;
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chinook.QueueActivity(new HeliFly(lz.CenterPosition + offset)); // no reservation of hpad but it's not needed
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chinook.QueueActivity(new Turn(0));
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@@ -34,9 +34,11 @@ namespace OpenRA.Mods.RA
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public readonly int2 ExitCell = int2.Zero; // in cells relative to TopLeft
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public readonly int Facing = -1;
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public PVecInt SpawnOffsetVector { get { return (PVecInt)SpawnOffset; } }
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// TODO: Push this conversion into the yaml
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public WVec SpawnOffsetVector { get { return new WVec(SpawnOffset.X, SpawnOffset.Y, 0) * 1024 / Game.CellSize; } }
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public CVec ExitCellVector { get { return (CVec)ExitCell; } }
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}
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public class Exit { }
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public class Production
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@@ -50,7 +52,7 @@ namespace OpenRA.Mods.RA
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public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
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{
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var exit = self.Location + exitinfo.ExitCellVector;
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var spawn = (self.Trait<IHasLocation>().PxPosition + exitinfo.SpawnOffsetVector).ToWPos(0);
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var spawn = self.CenterPosition + exitinfo.SpawnOffsetVector;
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var to = exit.CenterPosition;
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var fi = producee.Traits.Get<IFacingInfo>();
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