Add custom palette support to WithSpriteBody.

This commit is contained in:
Paul Chote
2021-02-05 20:57:57 +00:00
committed by reaperrr
parent 0c52d275fa
commit 6854b23bcc

View File

@@ -35,6 +35,13 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).")]
public readonly bool ForceToGround = false;
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("Custom palette name.")]
public readonly string Palette = null;
[Desc("Palette is a player palette BaseName.")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
@@ -42,6 +49,11 @@ namespace OpenRA.Mods.Common.Traits.Render
if (!EnabledByDefault)
yield break;
if (IsPlayerPalette)
p = init.WorldRenderer.Palette(Palette + init.Get<OwnerInit>().InternalName);
else if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
var anim = new Animation(init.World, image);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
@@ -71,7 +83,7 @@ namespace OpenRA.Mods.Common.Traits.Render
subtractDAT = () => new WVec(0, 0, -init.Self.World.Map.DistanceAboveTerrain(init.Self.CenterPosition).Length);
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
rs.Add(new AnimationWithOffset(DefaultAnimation, subtractDAT, () => IsTraitDisabled));
rs.Add(new AnimationWithOffset(DefaultAnimation, subtractDAT, () => IsTraitDisabled), info.Palette, info.IsPlayerPalette);
// Cache the bounds from the default sequence to avoid flickering when the animation changes
boundsAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);