Support dynamic offsets in ActorPreviews.

This commit is contained in:
teees
2016-06-05 11:25:14 +01:00
committed by Paul Chote
parent b7bf7b6ec0
commit 8724ed29bc
20 changed files with 57 additions and 41 deletions

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
@@ -46,10 +47,15 @@ namespace OpenRA.Mods.Common.Traits.Render
var anim = new Animation(init.World, image, () => t.InitialFacing);
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));
var turretOrientation = body.QuantizeOrientation(WRot.FromFacing(t.InitialFacing), facings);
Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(turretOrientation));
Func<int> zOffset = () =>
{
var tmpOffset = turretOffset();
return tmpOffset.Y + tmpOffset.Z;
};
yield return new SpriteActorPreview(anim, turretOffset, turretOffset.Y + turretOffset.Z, p, rs.Scale);
yield return new SpriteActorPreview(anim, turretOffset, zOffset, p, rs.Scale);
}
}