Support arbitrary per-player palettes. Will crash if I missed any cases that don't explicitly set the Renderable palette.

This commit is contained in:
Paul Chote
2011-05-03 22:21:31 +12:00
parent b937489f2d
commit 8f962853f9
12 changed files with 36 additions and 32 deletions

View File

@@ -19,23 +19,24 @@ namespace OpenRA.Mods.RA.Effects
{
readonly Animation anim;
readonly float2 pos;
readonly Player owner;
readonly string palette;
public Corpse(Actor fromActor, int death)
{
anim = new Animation(fromActor.TraitOrDefault<RenderSimple>().GetImage(fromActor));
var rs = fromActor.Trait<RenderSimple>();
palette = rs.Palette(fromActor.Owner);
anim = new Animation(rs.GetImage(fromActor));
anim.PlayThen("die{0}".F(death + 1),
() => fromActor.World.AddFrameEndTask(w => w.Remove(this)));
pos = fromActor.CenterLocation;
owner = fromActor.Owner;
}
public void Tick( World world ) { anim.Tick(); }
public IEnumerable<Renderable> Render()
{
yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, owner.Palette, (int)pos.Y);
yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, palette, (int)pos.Y);
}
}
}