Convert turret facings to WAngle relative to the body.

This commit is contained in:
Paul Chote
2020-07-18 12:41:22 +01:00
committed by reaperrr
parent 70a86bed7a
commit 75cb5c2166
15 changed files with 189 additions and 192 deletions

View File

@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Traits.Render
var t = init.Actor.TraitInfos<TurretedInfo>()
.First(tt => tt.Turret == armament.Turret);
var turretFacing = Turreted.TurretFacingFromInit(init, t);
var turretFacing = t.WorldFacingFromInit(init);
var anim = new Animation(init.World, image, turretFacing);
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Traits.Render
.First(tt => tt.Name == armament.Info.Turret);
rs = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(turreted.TurretFacing));
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.WorldOrientation.Yaw);
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
rs.Add(new AnimationWithOffset(
DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 0)));
@@ -98,21 +98,10 @@ namespace OpenRA.Mods.Common.Traits.Render
WVec BarrelOffset()
{
var orientation = turreted != null ? turreted.WorldOrientation : self.Orientation;
var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
var turretOrientation = turreted != null ? turreted.WorldOrientation(self) - quantizedBody : WRot.None;
var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
}
IEnumerable<WRot> BarrelRotation()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
yield return turreted.WorldOrientation(self) - qb + WRot.FromYaw(b.Yaw - qb.Yaw);
yield return qb;
var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
return body.LocalToWorld(turretLocalOffset + localOffset.Rotate(orientation));
}
}
}