Convert turret facings to WAngle relative to the body.
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@@ -37,17 +37,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (!EnabledByDefault)
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var model = init.World.ModelCache.GetModelSequence(image, Sequence);
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Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
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var turretFacing = Turreted.TurretFacingFromInit(init, t);
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Func<WRot> turretOrientation = () => WRot.FromYaw(turretFacing() - orientation().Yaw)
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.Rotate(body.QuantizeOrientation(orientation(), facings));
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var turretOffset = t.PreviewPosition(init, orientation);
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var turretOrientation = t.PreviewOrientation(init, orientation, facings);
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yield return new ModelAnimation(model, turretOffset, turretOrientation, () => false, () => 0, ShowShadow);
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}
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}
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@@ -68,15 +63,8 @@ namespace OpenRA.Mods.Common.Traits.Render
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new ModelAnimation(self.World.ModelCache.GetModelSequence(rv.Image, Info.Sequence),
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() => turreted.Position(self), TurretRotation,
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() => turreted.Position(self), () => turreted.WorldOrientation,
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() => IsTraitDisabled, () => 0, info.ShowShadow));
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}
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WRot TurretRotation()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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return (turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw)).Rotate(qb);
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}
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}
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}
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