Rename LocalCoordinatesModel -> BodyOrientation.
This commit is contained in:
@@ -16,7 +16,7 @@ using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class RenderSimpleInfo : RenderSpritesInfo, LocalCoordinatesModelInfo
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public class RenderSimpleInfo : RenderSpritesInfo, IBodyOrientationInfo
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{
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[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
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public readonly int QuantizedFacings = -1;
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@@ -34,7 +34,7 @@ namespace OpenRA.Traits
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}
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}
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public class RenderSimple : RenderSprites, ILocalCoordinatesModel, IAutoSelectionSize
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public class RenderSimple : RenderSprites, IBodyOrientation, IAutoSelectionSize
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{
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RenderSimpleInfo Info;
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@@ -187,12 +187,12 @@ namespace OpenRA.Traits
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public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr); }
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public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
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public interface IRenderAsTerrain { IEnumerable<IRenderable> RenderAsTerrain(WorldRenderer wr, Actor self); }
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public interface ILocalCoordinatesModel
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public interface IBodyOrientation
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{
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(Actor self, WRot orientation);
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}
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public interface LocalCoordinatesModelInfo {}
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public interface IBodyOrientationInfo {}
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public interface ITargetable
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{
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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public class WithCargoInfo : ITraitInfo, Requires<CargoInfo>, Requires<LocalCoordinatesModelInfo>
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public class WithCargoInfo : ITraitInfo, Requires<CargoInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Cargo position relative to turret or body. (forward, right, up) triples")]
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public readonly WRange[] LocalOffset = {};
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Cnc
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IFacing facing;
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WithCargoInfo Info;
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WVec[] positions;
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ILocalCoordinatesModel coords;
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IBodyOrientation body;
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public WithCargo(Actor self, WithCargoInfo info)
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{
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@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Cnc
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facing = self.TraitOrDefault<IFacing>();
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Info = info;
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coords = self.Trait<ILocalCoordinatesModel>();
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body = self.Trait<IBodyOrientation>();
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if (info.LocalOffset.Length % 3 != 0)
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throw new InvalidOperationException("Invalid LocalOffset array length");
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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Cnc
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foreach (var rr in r)
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yield return rr;
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var bodyOrientation = coords.QuantizeOrientation(self, self.Orientation);
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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var pos = self.CenterPosition;
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int i = 0;
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foreach (var c in cargo.Passengers)
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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.Cnc
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var cargoPassenger = c.Trait<Passenger>();
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if (Info.DisplayTypes.Contains(cargoPassenger.info.CargoType))
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{
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var offset = pos - c.CenterPosition + coords.LocalToWorld(positions[i++ % positions.Length].Rotate(bodyOrientation));
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var offset = pos - c.CenterPosition + body.LocalToWorld(positions[i++ % positions.Length].Rotate(bodyOrientation));
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foreach (var cr in c.Render(wr))
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yield return cr.WithPos(cr.Pos + offset).WithZOffset(1);
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}
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.RA
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public readonly WeaponInfo Weapon;
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public readonly Barrel[] Barrels;
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Lazy<Turreted> Turret;
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Lazy<ILocalCoordinatesModel> Coords;
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Lazy<IBodyOrientation> Coords;
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public WRange Recoil;
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public int FireDelay { get; private set; }
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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.RA
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// We can't resolve these until runtime
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Turret = Lazy.New(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
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Coords = Lazy.New(() => self.Trait<ILocalCoordinatesModel>());
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Coords = Lazy.New(() => self.Trait<IBodyOrientation>());
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Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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Burst = Weapon.Burst;
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ContrailInfo : ITraitInfo, Requires<LocalCoordinatesModelInfo>
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class ContrailInfo : ITraitInfo, Requires<IBodyOrientationInfo>
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{
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA
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{
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ContrailInfo info;
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ContrailHistory history;
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ILocalCoordinatesModel coords;
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IBodyOrientation body;
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public Contrail(Actor self, ContrailInfo info)
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{
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@@ -40,13 +40,13 @@ namespace OpenRA.Mods.RA
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history = new ContrailHistory(info.TrailLength,
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info.UsePlayerColor ? ContrailHistory.ChooseColor(self) : info.Color);
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coords = self.Trait<ILocalCoordinatesModel>();
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body = self.Trait<IBodyOrientation>();
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}
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public void Tick(Actor self)
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{
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var local = info.Offset.Rotate(coords.QuantizeOrientation(self, self.Orientation));
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history.Tick(self.CenterPosition + coords.LocalToWorld(local));
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var local = info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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history.Tick(self.CenterPosition + body.LocalToWorld(local));
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(wr, self); }
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<LocalCoordinatesModelInfo>
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public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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@@ -29,12 +29,12 @@ namespace OpenRA.Mods.RA.Render
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public WithRotor(Actor self, WithRotorInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var coords = self.Trait<ILocalCoordinatesModel>();
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var body = self.Trait<IBodyOrientation>();
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rotorAnim = new Animation(rs.GetImage(self));
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rotorAnim.PlayRepeating("rotor");
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rs.anims.Add(info.Id, new AnimationWithOffset(rotorAnim,
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() => coords.LocalToWorld(info.Offset.Rotate(coords.QuantizeOrientation(self, self.Orientation))),
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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null, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
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}
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class WithSpinnerInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<LocalCoordinatesModelInfo>
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class WithSpinnerInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "spinner";
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@@ -30,12 +30,12 @@ namespace OpenRA.Mods.RA.Render
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public WithSpinner(Actor self, WithSpinnerInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var coords = self.Trait<ILocalCoordinatesModel>();
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var body = self.Trait<IBodyOrientation>();
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var spinner = new Animation(rs.GetImage(self));
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spinner.PlayRepeating(info.Sequence);
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rs.anims.Add("spinner_{0}".F(info.Sequence), new AnimationWithOffset(spinner,
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() => coords.LocalToWorld(info.Offset.Rotate(coords.QuantizeOrientation(self, self.Orientation))),
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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null, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
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}
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}
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class WithTurretInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<LocalCoordinatesModelInfo>
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class WithTurretInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "turret";
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA.Render
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{
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WithTurretInfo info;
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RenderSprites rs;
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ILocalCoordinatesModel coords;
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IBodyOrientation body;
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AttackBase ab;
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Turreted t;
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IEnumerable<Armament> arms;
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.RA.Render
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{
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this.info = info;
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rs = self.Trait<RenderSprites>();
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coords = self.Trait<ILocalCoordinatesModel>();
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body = self.Trait<IBodyOrientation>();
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ab = self.TraitOrDefault<AttackBase>();
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t = self.TraitsImplementing<Turreted>()
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@@ -72,9 +72,9 @@ namespace OpenRA.Mods.RA.Render
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var recoil = arms.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
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var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
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var bodyOrientation = coords.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = coords.QuantizeOrientation(self, t.LocalOrientation(self));
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return t.Position(self) + coords.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = body.QuantizeOrientation(self, t.LocalOrientation(self));
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return t.Position(self) + body.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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}
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public void Tick(Actor self)
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class SmokeTrailWhenDamagedInfo : ITraitInfo, Requires<LocalCoordinatesModelInfo>
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class SmokeTrailWhenDamagedInfo : ITraitInfo, Requires<IBodyOrientationInfo>
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{
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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@@ -26,14 +26,14 @@ namespace OpenRA.Mods.RA
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class SmokeTrailWhenDamaged : ITick
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{
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ILocalCoordinatesModel coords;
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IBodyOrientation body;
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SmokeTrailWhenDamagedInfo info;
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int ticks;
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public SmokeTrailWhenDamaged(Actor self, SmokeTrailWhenDamagedInfo info)
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{
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this.info = info;
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coords = self.Trait<ILocalCoordinatesModel>();
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body = self.Trait<IBodyOrientation>();
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}
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public void Tick(Actor self)
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@@ -44,8 +44,8 @@ namespace OpenRA.Mods.RA
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if (position.Z > 0 && self.GetDamageState() >= DamageState.Heavy &&
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!self.World.FogObscures(new CPos(position)))
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{
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var offset = info.Offset.Rotate(coords.QuantizeOrientation(self, self.Orientation));
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var pos = position + coords.LocalToWorld(offset);
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var offset = info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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var pos = position + body.LocalToWorld(offset);
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self.World.AddFrameEndTask(w => w.Add(new Smoke(w, pos, info.Sprite)));
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}
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class NukePowerInfo : SupportPowerInfo, Requires<LocalCoordinatesModelInfo>
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class NukePowerInfo : SupportPowerInfo, Requires<IBodyOrientationInfo>
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{
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[WeaponReference]
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public readonly string MissileWeapon = "";
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@@ -25,12 +25,12 @@ namespace OpenRA.Mods.RA
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class NukePower : SupportPower
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{
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ILocalCoordinatesModel coords;
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IBodyOrientation body;
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public NukePower(Actor self, NukePowerInfo info)
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: base(self, info)
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{
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coords = self.Trait<ILocalCoordinatesModel>();
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body = self.Trait<IBodyOrientation>();
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}
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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.RA
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var rb = self.Trait<RenderSimple>();
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rb.PlayCustomAnim(self, "active");
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self.World.AddFrameEndTask(w => w.Add(
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new NukeLaunch(self.Owner, self, npi.MissileWeapon, self.CenterPosition + coords.LocalToWorld(npi.SpawnOffset), order.TargetLocation)));
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new NukeLaunch(self.Owner, self, npi.MissileWeapon, self.CenterPosition + body.LocalToWorld(npi.SpawnOffset), order.TargetLocation)));
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}
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}
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}
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@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<LocalCoordinatesModelInfo>
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class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<IBodyOrientationInfo>
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{
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public readonly string Anim = null;
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.RA
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var self = init.self;
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var rs = self.Trait<RenderSimple>();
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var coords = self.Trait<ILocalCoordinatesModel>();
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var body = self.Trait<IBodyOrientation>();
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// TODO: Carry orientation over from the parent instead of just facing
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var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : 0;
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.RA
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var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
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var throwOffset = new WVec((int)(Game.CosmeticRandom.Gauss1D(1)*info.ThrowRange.Range), 0, 0).Rotate(throwRotation);
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initialPos = pos = info.Offset.Rotate(coords.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
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initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
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finalPos = initialPos + throwOffset;
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// Facing rotation
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@@ -84,9 +84,9 @@ namespace OpenRA.Mods.RA
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// Turret offset in world-space
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public WVec Position(Actor self)
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{
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var coords = self.Trait<ILocalCoordinatesModel>();
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var bodyOrientation = coords.QuantizeOrientation(self, self.Orientation);
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return coords.LocalToWorld(Offset.Rotate(bodyOrientation));
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var body = self.Trait<IBodyOrientation>();
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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return body.LocalToWorld(Offset.Rotate(bodyOrientation));
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}
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// Orientation in unit-space
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