Add RotateToIsometry to Rectangle HitShape
This is a temporary measue until we have a more flexible Polygon HitShape.
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@@ -33,6 +33,11 @@ namespace OpenRA.Mods.Common.HitShapes
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[Desc("Defines the bottom offset relative to the actor's target point.")]
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public readonly int VerticalBottomOffset = 0;
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// This is just a temporary work-around until we have a customizable PolygonShape
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[Desc("Rotates shape by 90 degree relative to actor facing. Mostly required for buildings on isometric terrain.",
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"Mobile actors do NOT need this!")]
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public readonly bool RotateToIsometry = false;
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int2 quadrantSize;
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int2 center;
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@@ -89,22 +94,26 @@ namespace OpenRA.Mods.Common.HitShapes
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public WDist DistanceFromEdge(WPos pos, Actor actor)
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{
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var actorPos = actor.CenterPosition;
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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if (pos.Z > actorPos.Z + VerticalTopOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-actor.Orientation));
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
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if (pos.Z < actorPos.Z + VerticalBottomOffset)
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-actor.Orientation));
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return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalBottomOffset))).Rotate(-orientation));
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return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-actor.Orientation));
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return DistanceFromEdge((pos - new WPos(actorPos.X, actorPos.Y, pos.Z)).Rotate(-orientation));
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}
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public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
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{
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var actorPos = actor.CenterPosition;
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var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
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new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(actor.Orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(actor.Orientation)));
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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