Add RotateToIsometry to Rectangle HitShape

This is a temporary measue until we have a more flexible Polygon HitShape.
This commit is contained in:
reaperrr
2016-05-28 23:52:18 +02:00
parent 9020d39fcc
commit 610f08f652

View File

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