split out ContrailHistory from the trait machinery

This commit is contained in:
Chris Forbes
2011-04-09 17:48:38 +12:00
parent c4a72f016a
commit 6710ad975e

View File

@@ -30,26 +30,21 @@ namespace OpenRA.Mods.RA
{ {
private ContrailInfo Info = null; private ContrailInfo Info = null;
private List<float2> positions = new List<float2>();
private Turret ContrailTurret = null; private Turret ContrailTurret = null;
private int TrailLength = 0; ContrailHistory history;
private Color TrailColor = Color.White;
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) public Contrail(Actor self, ContrailInfo info)
{ {
Info = info; Info = info;
ContrailTurret = new Turret(Info.ContrailOffset); ContrailTurret = new Turret(Info.ContrailOffset);
history = new ContrailHistory(Info.TrailLength, Info.UsePlayerColor ? ChooseColor(self) : Color.White);
TrailLength = Info.TrailLength;
if (Info.UsePlayerColor)
{
var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
TrailColor = PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
}
} }
public void Tick(Actor self) public void Tick(Actor self)
@@ -57,19 +52,35 @@ namespace OpenRA.Mods.RA
var facing = self.Trait<IFacing>(); var facing = self.Trait<IFacing>();
var altitude = new float2(0, self.Trait<IMove>().Altitude); var altitude = new float2(0, self.Trait<IMove>().Altitude);
float2 pos = self.CenterLocation - Combat.GetTurretPosition(self, facing, ContrailTurret) - altitude; var pos = self.CenterLocation - Combat.GetTurretPosition(self, facing, ContrailTurret) - altitude;
history.Tick(pos);
}
positions.Add(pos); public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(self); }
}
if (positions.Count >= TrailLength) 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); positions.RemoveAt(0);
} }
}
public void RenderAfterWorld(WorldRenderer wr, Actor self) public void Render(Actor self)
{ {
Color trailStart = TrailColor; Color trailStart = Color;
Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R, Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
trailStart.G, trailStart.B); trailStart.G, trailStart.B);