Allow forcing sprite body Z position to ground
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@@ -30,6 +30,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Identifier used to assign modifying traits to this sprite body.")]
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public readonly string Name = "body";
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[Desc("Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).")]
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public readonly bool ForceToGround = false;
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public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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@@ -61,8 +64,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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Func<bool> paused = () => IsTraitPaused &&
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DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence);
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Func<WVec> subtractDAT = null;
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if (info.ForceToGround)
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subtractDAT = () => new WVec(0, 0, -init.Self.World.Map.DistanceAboveTerrain(init.Self.CenterPosition).Length);
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DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
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rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
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rs.Add(new AnimationWithOffset(DefaultAnimation, subtractDAT, () => IsTraitDisabled));
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// Cache the bounds from the default sequence to avoid flickering when the animation changes
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boundsAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
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