Replace scaleSizeWithZoom with SpriteAnnotation.
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@@ -23,24 +23,22 @@ namespace OpenRA.Mods.Common.Effects
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readonly Animation anim;
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readonly Func<WPos> posFunc;
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readonly bool visibleThroughFog;
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readonly bool scaleSizeWithZoom;
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WPos pos;
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// Facing is last on these overloads partially for backwards compatibility with previous main ctor revision
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// and partially because most effects don't need it.
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public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false, int facing = 0)
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: this(() => pos, () => facing, world, image, sequence, palette, visibleThroughFog, scaleSizeWithZoom) { }
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public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, int facing = 0)
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: this(() => pos, () => facing, world, image, sequence, palette, visibleThroughFog) { }
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public SpriteEffect(Actor actor, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false, int facing = 0)
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: this(() => actor.CenterPosition, () => facing, world, image, sequence, palette, visibleThroughFog, scaleSizeWithZoom) { }
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public SpriteEffect(Actor actor, World world, string image, string sequence, string palette, bool visibleThroughFog = false, int facing = 0)
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: this(() => actor.CenterPosition, () => facing, world, image, sequence, palette, visibleThroughFog) { }
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public SpriteEffect(Func<WPos> posFunc, Func<int> facingFunc, World world, string image, string sequence, string palette,
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bool visibleThroughFog = false, bool scaleSizeWithZoom = false)
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bool visibleThroughFog = false)
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{
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this.world = world;
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this.posFunc = posFunc;
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this.palette = palette;
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this.scaleSizeWithZoom = scaleSizeWithZoom;
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this.visibleThroughFog = visibleThroughFog;
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pos = posFunc();
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anim = new Animation(world, image, facingFunc);
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@@ -61,8 +59,7 @@ namespace OpenRA.Mods.Common.Effects
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if (!visibleThroughFog && world.FogObscures(pos))
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return SpriteRenderable.None;
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var zoom = scaleSizeWithZoom ? 1f / wr.Viewport.Zoom : 1f;
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return anim.Render(pos, WVec.Zero, 0, wr.Palette(palette), zoom);
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return anim.Render(pos, wr.Palette(palette));
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}
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}
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}
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