split out ContrailHistory from the trait machinery
This commit is contained in:
@@ -30,26 +30,21 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
private ContrailInfo Info = null;
|
||||
|
||||
private List<float2> positions = new List<float2>();
|
||||
|
||||
private Turret ContrailTurret = null;
|
||||
|
||||
private int TrailLength = 0;
|
||||
private Color TrailColor = Color.White;
|
||||
ContrailHistory history;
|
||||
|
||||
static Color ChooseColor(Actor self)
|
||||
{
|
||||
var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
|
||||
return PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
|
||||
}
|
||||
|
||||
public Contrail(Actor self, ContrailInfo info)
|
||||
{
|
||||
Info = info;
|
||||
|
||||
ContrailTurret = new Turret(Info.ContrailOffset);
|
||||
|
||||
TrailLength = Info.TrailLength;
|
||||
|
||||
if (Info.UsePlayerColor)
|
||||
{
|
||||
var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
|
||||
TrailColor = PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
|
||||
}
|
||||
history = new ContrailHistory(Info.TrailLength, Info.UsePlayerColor ? ChooseColor(self) : Color.White);
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
@@ -57,37 +52,53 @@ namespace OpenRA.Mods.RA
|
||||
var facing = self.Trait<IFacing>();
|
||||
var altitude = new float2(0, self.Trait<IMove>().Altitude);
|
||||
|
||||
float2 pos = self.CenterLocation - Combat.GetTurretPosition(self, facing, ContrailTurret) - altitude;
|
||||
|
||||
positions.Add(pos);
|
||||
|
||||
if (positions.Count >= TrailLength)
|
||||
{
|
||||
positions.RemoveAt(0);
|
||||
}
|
||||
var pos = self.CenterLocation - Combat.GetTurretPosition(self, facing, ContrailTurret) - altitude;
|
||||
history.Tick(pos);
|
||||
}
|
||||
|
||||
public void RenderAfterWorld(WorldRenderer wr, Actor self)
|
||||
{
|
||||
Color trailStart = TrailColor;
|
||||
Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
|
||||
trailStart.G, trailStart.B);
|
||||
|
||||
for (int i = positions.Count - 1; i >= 1; --i)
|
||||
{
|
||||
var conPos = positions[i];
|
||||
var nextPos = positions[i - 1];
|
||||
|
||||
if (self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
|
||||
self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(nextPos)))
|
||||
{
|
||||
Game.Renderer.LineRenderer.DrawLine(conPos, nextPos, trailStart, trailEnd);
|
||||
|
||||
trailStart = trailEnd;
|
||||
trailEnd = Color.FromArgb(trailStart.A - 255 / positions.Count, trailStart.R,
|
||||
trailStart.G, trailStart.B);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(self); }
|
||||
}
|
||||
|
||||
class ContrailHistory
|
||||
{
|
||||
List<float2> positions = new List<float2>();
|
||||
readonly int TrailLength;
|
||||
readonly Color Color;
|
||||
|
||||
public ContrailHistory(int trailLength, Color color)
|
||||
{
|
||||
this.TrailLength = trailLength;
|
||||
this.Color = color;
|
||||
}
|
||||
|
||||
public void Tick(float2 currentPos)
|
||||
{
|
||||
positions.Add(currentPos);
|
||||
if (positions.Count >= TrailLength)
|
||||
positions.RemoveAt(0);
|
||||
}
|
||||
|
||||
public void Render(Actor self)
|
||||
{
|
||||
Color trailStart = Color;
|
||||
Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
|
||||
trailStart.G, trailStart.B);
|
||||
|
||||
for (int i = positions.Count - 1; i >= 1; --i)
|
||||
{
|
||||
var conPos = positions[i];
|
||||
var nextPos = positions[i - 1];
|
||||
|
||||
if (self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
|
||||
self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(nextPos)))
|
||||
{
|
||||
Game.Renderer.LineRenderer.DrawLine(conPos, nextPos, trailStart, trailEnd);
|
||||
|
||||
trailStart = trailEnd;
|
||||
trailEnd = Color.FromArgb(trailStart.A - 255 / positions.Count, trailStart.R,
|
||||
trailStart.G, trailStart.B);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user