Merge pull request #11112 from reaperrr/improve-LeavesTrails
Add facings support and other controls to LeavesTrails
This commit is contained in:
@@ -23,14 +23,14 @@ namespace OpenRA.Effects
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readonly bool visibleThroughFog;
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readonly bool scaleSizeWithZoom;
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public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false)
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public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false, int facing = 0)
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{
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this.world = world;
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this.pos = pos;
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this.palette = palette;
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this.scaleSizeWithZoom = scaleSizeWithZoom;
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this.visibleThroughFog = visibleThroughFog;
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anim = new Animation(world, image);
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anim = new Animation(world, image, () => facing);
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anim.PlayThen(sequence, () => world.AddFrameEndTask(w => w.Remove(this)));
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}
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@@ -49,41 +49,83 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Delay between trail updates when moving.")]
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public readonly int MovingInterval = 0;
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[Desc("Delay before first trail.")]
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public readonly int StartDelay = 0;
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[Desc("Trail spawn positions relative to actor position. (forward, right, up) triples")]
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public readonly WVec[] Offsets = { WVec.Zero };
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[Desc("Should the trail spawn relative to last position or current position?")]
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public readonly bool SpawnAtLastPosition = true;
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public override object Create(ActorInitializer init) { return new LeavesTrails(init.Self, this); }
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}
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public class LeavesTrails : UpgradableTrait<LeavesTrailsInfo>, ITick
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public class LeavesTrails : UpgradableTrait<LeavesTrailsInfo>, ITick, INotifyCreated
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{
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BodyOrientation body;
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IFacing facing;
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int cachedFacing;
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int cachedInterval;
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public LeavesTrails(Actor self, LeavesTrailsInfo info)
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: base(info) { }
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: base(info)
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{
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cachedInterval = Info.StartDelay;
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}
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WPos cachedPosition;
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public void Created(Actor self)
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{
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body = self.Trait<BodyOrientation>();
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facing = self.TraitOrDefault<IFacing>();
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cachedFacing = facing != null ? facing.Facing : 0;
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cachedPosition = self.CenterPosition;
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}
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int ticks;
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int offset;
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bool wasStationary;
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bool isMoving;
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public void Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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var isMoving = self.CenterPosition != cachedPosition;
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wasStationary = !isMoving;
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isMoving = self.CenterPosition != cachedPosition;
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if ((isMoving && !Info.TrailWhileMoving) || (!isMoving && !Info.TrailWhileStationary))
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return;
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var interval = isMoving ? Info.MovingInterval : Info.StationaryInterval;
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if (++ticks >= interval)
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{
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var cachedCell = self.World.Map.CellContaining(cachedPosition);
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var type = self.World.Map.GetTerrainInfo(cachedCell).Type;
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if (isMoving && wasStationary)
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cachedInterval = Info.StartDelay;
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var pos = Info.Type == TrailType.CenterPosition ? cachedPosition :
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self.World.Map.CenterOfCell(cachedCell);
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if (++ticks >= cachedInterval)
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{
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var spawnCell = Info.SpawnAtLastPosition ? self.World.Map.CellContaining(cachedPosition) : self.World.Map.CellContaining(self.CenterPosition);
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var type = self.World.Map.GetTerrainInfo(spawnCell).Type;
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if (++offset >= Info.Offsets.Length)
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offset = 0;
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var offsetRotation = Info.Offsets[offset].Rotate(body.QuantizeOrientation(self, self.Orientation));
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var spawnPosition = Info.SpawnAtLastPosition ? cachedPosition : self.CenterPosition;
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var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + body.LocalToWorld(offsetRotation) :
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self.World.Map.CenterOfCell(spawnCell);
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : 0);
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if (Info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(Info.Image))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image,
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog)));
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog, false, spawnFacing)));
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cachedPosition = self.CenterPosition;
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cachedFacing = facing != null ? facing.Facing : 0;
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ticks = 0;
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cachedInterval = isMoving && !wasStationary ? Info.MovingInterval : Info.StationaryInterval;
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}
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}
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