Add RenderUtils
With ZOffsetFromCenter as first feature so render traits don't have to use it from WithTurret(Overlay)
This commit is contained in:
@@ -402,6 +402,7 @@
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<Compile Include="Traits\Render\LeavesTrails.cs" />
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<Compile Include="Traits\Render\RenderSpritesEditorOnly.cs" />
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<Compile Include="Traits\Render\WithTurretedSpriteBody.cs" />
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<Compile Include="Traits\Render\RenderUtils.cs" />
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<Compile Include="Traits\Render\RenderNameTag.cs" />
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<Compile Include="Traits\Render\RenderSprites.cs" />
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<Compile Include="Traits\Render\WithWallSpriteBody.cs" />
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@@ -166,7 +166,7 @@ namespace OpenRA.Mods.Common.Traits
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() => PortOffset(self, port),
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() => false,
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() => false,
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p => WithTurret.ZOffsetFromCenter(self, p, 1024));
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p => RenderUtils.ZOffsetFromCenter(self, p, 1024));
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muzzles.Add(muzzleFlash);
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muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash));
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23
OpenRA.Mods.Common/Traits/Render/RenderUtils.cs
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23
OpenRA.Mods.Common/Traits/Render/RenderUtils.cs
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@@ -0,0 +1,23 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class RenderUtils
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{
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public static int ZOffsetFromCenter(Actor self, WPos pos, int offset)
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{
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var delta = self.CenterPosition - pos;
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return delta.Y + delta.Z + offset;
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}
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}
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}
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.Traits
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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rs.Add(new AnimationWithOffset(
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DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 0)));
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DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, () => false, p => RenderUtils.ZOffsetFromCenter(self, p, 0)));
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// Restrict turret facings to match the sprite
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turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.Common.Traits
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => IsTraitDisabled || !buildComplete,
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() => (info.PauseOnLowPower && self.IsDisabled()) || !buildComplete,
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p => WithTurret.ZOffsetFromCenter(self, p, 1));
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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() => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel),
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() => IsTraitDisabled || !visible[barrel],
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() => false,
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p => WithTurret.ZOffsetFromCenter(self, p, 2)));
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p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
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}
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}
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}
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@@ -106,7 +106,7 @@ namespace OpenRA.Mods.Common.Traits
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => IsTraitDisabled && !renderProlonged,
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() => false,
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p => WithTurret.ZOffsetFromCenter(self, p, 1));
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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var rs = self.Trait<RenderSprites>();
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rs.Add(anim, info.Palette);
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Traits
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !visible || !buildComplete,
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() => info.PauseOnLowPower && self.IsDisabled(),
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p => WithTurret.ZOffsetFromCenter(self, p, 1));
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Traits
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.TurretFacing);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
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rs.Add(new AnimationWithOffset(
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DefaultAnimation, () => TurretOffset(self), () => IsTraitDisabled, () => false, p => ZOffsetFromCenter(self, p, 1)));
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DefaultAnimation, () => TurretOffset(self), () => IsTraitDisabled, () => false, p => RenderUtils.ZOffsetFromCenter(self, p, 1)));
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// Restrict turret facings to match the sprite
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t.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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@@ -116,11 +116,5 @@ namespace OpenRA.Mods.Common.Traits
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var sequence = Attack.IsAttacking ? Info.AimSequence : Info.Sequence;
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DefaultAnimation.ReplaceAnim(sequence);
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}
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public static int ZOffsetFromCenter(Actor self, WPos pos, int offset)
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{
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var delta = self.CenterPosition - pos;
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return delta.Y + delta.Z + offset;
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}
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}
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}
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