Allow forcing sprite body Z position to ground

This commit is contained in:
reaperrr
2018-09-10 02:25:18 +02:00
committed by Paul Chote
parent 5efbcf19f2
commit 7ed67338f3

View File

@@ -30,6 +30,9 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Identifier used to assign modifying traits to this sprite body.")]
public readonly string Name = "body";
[Desc("Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).")]
public readonly bool ForceToGround = false;
public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
@@ -61,8 +64,12 @@ namespace OpenRA.Mods.Common.Traits.Render
Func<bool> paused = () => IsTraitPaused &&
DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence);
Func<WVec> subtractDAT = null;
if (info.ForceToGround)
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, null, () => IsTraitDisabled));
rs.Add(new AnimationWithOffset(DefaultAnimation, subtractDAT, () => IsTraitDisabled));
// 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);