diff --git a/OpenRA.Game/Effects/SpriteEffect.cs b/OpenRA.Game/Effects/SpriteEffect.cs index d3a8d00911..1976de8012 100644 --- a/OpenRA.Game/Effects/SpriteEffect.cs +++ b/OpenRA.Game/Effects/SpriteEffect.cs @@ -23,14 +23,14 @@ namespace OpenRA.Effects readonly bool visibleThroughFog; readonly bool scaleSizeWithZoom; - public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false) + public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false, int facing = 0) { this.world = world; this.pos = pos; this.palette = palette; this.scaleSizeWithZoom = scaleSizeWithZoom; this.visibleThroughFog = visibleThroughFog; - anim = new Animation(world, image); + anim = new Animation(world, image, () => facing); anim.PlayThen(sequence, () => world.AddFrameEndTask(w => w.Remove(this))); } diff --git a/OpenRA.Mods.Common/Traits/Render/LeavesTrails.cs b/OpenRA.Mods.Common/Traits/Render/LeavesTrails.cs index 754b92971e..f8f85ca5eb 100644 --- a/OpenRA.Mods.Common/Traits/Render/LeavesTrails.cs +++ b/OpenRA.Mods.Common/Traits/Render/LeavesTrails.cs @@ -49,41 +49,83 @@ namespace OpenRA.Mods.Common.Traits.Render [Desc("Delay between trail updates when moving.")] public readonly int MovingInterval = 0; + [Desc("Delay before first trail.")] + public readonly int StartDelay = 0; + + [Desc("Trail spawn positions relative to actor position. (forward, right, up) triples")] + public readonly WVec[] Offsets = { WVec.Zero }; + + [Desc("Should the trail spawn relative to last position or current position?")] + public readonly bool SpawnAtLastPosition = true; + public override object Create(ActorInitializer init) { return new LeavesTrails(init.Self, this); } } - public class LeavesTrails : UpgradableTrait, ITick + public class LeavesTrails : UpgradableTrait, ITick, INotifyCreated { + BodyOrientation body; + IFacing facing; + int cachedFacing; + int cachedInterval; + public LeavesTrails(Actor self, LeavesTrailsInfo info) - : base(info) { } + : base(info) + { + cachedInterval = Info.StartDelay; + } WPos cachedPosition; + public void Created(Actor self) + { + body = self.Trait(); + facing = self.TraitOrDefault(); + cachedFacing = facing != null ? facing.Facing : 0; + cachedPosition = self.CenterPosition; + } + int ticks; + int offset; + bool wasStationary; + bool isMoving; public void Tick(Actor self) { if (IsTraitDisabled) return; - var isMoving = self.CenterPosition != cachedPosition; + wasStationary = !isMoving; + isMoving = self.CenterPosition != cachedPosition; if ((isMoving && !Info.TrailWhileMoving) || (!isMoving && !Info.TrailWhileStationary)) return; - var interval = isMoving ? Info.MovingInterval : Info.StationaryInterval; - if (++ticks >= interval) - { - var cachedCell = self.World.Map.CellContaining(cachedPosition); - var type = self.World.Map.GetTerrainInfo(cachedCell).Type; + if (isMoving && wasStationary) + cachedInterval = Info.StartDelay; - var pos = Info.Type == TrailType.CenterPosition ? cachedPosition : - self.World.Map.CenterOfCell(cachedCell); + if (++ticks >= cachedInterval) + { + var spawnCell = Info.SpawnAtLastPosition ? self.World.Map.CellContaining(cachedPosition) : self.World.Map.CellContaining(self.CenterPosition); + var type = self.World.Map.GetTerrainInfo(spawnCell).Type; + + if (++offset >= Info.Offsets.Length) + offset = 0; + + var offsetRotation = Info.Offsets[offset].Rotate(body.QuantizeOrientation(self, self.Orientation)); + var spawnPosition = Info.SpawnAtLastPosition ? cachedPosition : self.CenterPosition; + + var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + body.LocalToWorld(offsetRotation) : + self.World.Map.CenterOfCell(spawnCell); + + var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : 0); if (Info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(Info.Image)) self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image, - Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog))); + Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog, false, spawnFacing))); cachedPosition = self.CenterPosition; + cachedFacing = facing != null ? facing.Facing : 0; ticks = 0; + + cachedInterval = isMoving && !wasStationary ? Info.MovingInterval : Info.StationaryInterval; } }