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

@@ -20,20 +20,21 @@ namespace OpenRA.Mods.RA.Render
public override object Create(ActorInitializer init) { return new RenderBuildingWarFactory( init, this ); }
/* get around unverifiability */
IEnumerable<Renderable> BaseBuildingPreview(ActorInfo building, string tileset)
IEnumerable<Renderable> BaseBuildingPreview(ActorInfo building, string tileset, Player owner)
{
return base.RenderPreview(building, tileset);
return base.RenderPreview(building, tileset, owner);
}
public override IEnumerable<Renderable> RenderPreview(ActorInfo building, string Tileset)
public override IEnumerable<Renderable> RenderPreview(ActorInfo building, string Tileset, Player owner)
{
foreach (var r in BaseBuildingPreview(building, Tileset))
var p = BaseBuildingPreview(building, Tileset, owner);
foreach (var r in p)
yield return r;
var anim = new Animation(RenderSimple.GetImage(building, Tileset), () => 0);
anim.PlayRepeating("idle-top");
var rb = building.Traits.Get<RenderBuildingInfo>();
yield return new Renderable(anim.Image, rb.Origin + 0.5f*anim.Image.size*(1 - Scale), rb.Palette, 0, Scale);
yield return new Renderable(anim.Image, rb.Origin + 0.5f*anim.Image.size*(1 - Scale), p.First().Palette, 0, Scale);
}
}