Set produced unit position via an ActorInitializer. Fixes #3214.
This commit is contained in:
@@ -49,25 +49,27 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
|
||||
{
|
||||
var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
|
||||
{
|
||||
new OwnerInit( self.Owner ),
|
||||
});
|
||||
|
||||
var exit = self.Location + exitinfo.ExitCellVector;
|
||||
var spawn = self.Trait<IHasLocation>().PxPosition + exitinfo.SpawnOffsetVector;
|
||||
|
||||
var teleportable = newUnit.Trait<ITeleportable>();
|
||||
var facing = newUnit.TraitOrDefault<IFacing>();
|
||||
|
||||
// Set the physical position of the unit as the exit cell
|
||||
teleportable.SetPosition(newUnit,exit);
|
||||
var to = Util.CenterOfCell(exit);
|
||||
teleportable.AdjustPxPosition(newUnit, spawn);
|
||||
if (facing != null)
|
||||
facing.Facing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, facing.Facing) : exitinfo.Facing;
|
||||
self.World.Add(newUnit);
|
||||
|
||||
var fi = producee.Traits.Get<IFacingInfo>();
|
||||
var initialFacing = exitinfo.Facing < 0 ? Util.GetFacing(to - spawn, fi.GetInitialFacing()) : exitinfo.Facing;
|
||||
|
||||
var newUnit = self.World.CreateActor(producee.Name, new TypeDictionary
|
||||
{
|
||||
new OwnerInit(self.Owner),
|
||||
new LocationInit(exit),
|
||||
new FacingInit(initialFacing)
|
||||
});
|
||||
|
||||
// TODO: Move this into an *Init
|
||||
// TODO: We should be adjusting the actual position for aircraft, not just visuals.
|
||||
var teleportable = newUnit.Trait<ITeleportable>();
|
||||
teleportable.AdjustPxPosition(newUnit, spawn);
|
||||
|
||||
// TODO: Generalize this for non-mobile (e.g. aircraft) too
|
||||
// Remember to update the Enter activity too
|
||||
var mobile = newUnit.TraitOrDefault<Mobile>();
|
||||
if (mobile != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user