Use CellLayer for terrain.
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
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{
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var dx = cell - self.Location;
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var index = dx.X + self.World.TileSet.Templates[template].Size.X * dx.Y;
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return self.World.TileSet.GetTerrainIndex(new TileReference<ushort, byte>(template, (byte)index));
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return self.World.TileSet.GetTerrainIndex(new TerrainTile(template, (byte)index));
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}
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public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
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@@ -121,7 +121,7 @@ namespace OpenRA.Mods.RA
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IRenderable[] TemplateRenderables(WorldRenderer wr, PaletteReference palette, ushort template)
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{
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return footprint.Select(c => (IRenderable)(new SpriteRenderable(
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wr.Theater.TileSprite(new TileReference<ushort, byte>(template, c.Value)),
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wr.Theater.TileSprite(new TerrainTile(template, c.Value)),
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c.Key.CenterPosition, WVec.Zero, -512, palette, 1f, true))).ToArray();
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}
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@@ -51,9 +51,14 @@ namespace OpenRA.Mods.RA
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// Loop through the map looking for templates to overlay
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for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
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{
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for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
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if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
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ConvertBridgeToActor(w, new CPos(i, j));
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{
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var cell = new CPos(i, j);
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if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[cell].Type))
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ConvertBridgeToActor(w, cell);
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}
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}
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// Link adjacent (long)-bridges so that artwork is updated correctly
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foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
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@@ -67,8 +72,8 @@ namespace OpenRA.Mods.RA
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return;
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// Correlate the tile "image" aka subtile with its position to find the template origin
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var tile = w.Map.MapTiles.Value[cell.X, cell.Y].Type;
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var index = w.Map.MapTiles.Value[cell.X, cell.Y].Index;
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var tile = w.Map.MapTiles.Value[cell].Type;
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var index = w.Map.MapTiles.Value[cell].Index;
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var template = w.TileSet.Templates[tile];
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var ni = cell.X - index % template.Size.X;
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var nj = cell.Y - index / template.Size.X;
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@@ -90,8 +95,8 @@ namespace OpenRA.Mods.RA
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var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
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// This isn't the bridge you're looking for
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if (!w.Map.IsInMap(subtile) || w.Map.MapTiles.Value[subtile.X, subtile.Y].Type != tile ||
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w.Map.MapTiles.Value[subtile.X, subtile.Y].Index != ind)
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if (!w.Map.IsInMap(subtile) || w.Map.MapTiles.Value[subtile].Type != tile ||
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w.Map.MapTiles.Value[subtile].Index != ind)
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continue;
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subTiles.Add(subtile, ind);
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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.RA.Buildings
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continue;
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var index = Game.CosmeticRandom.Next(template.TilesCount);
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layer.AddTile(c, new TileReference<ushort, byte>(template.Id, (byte)index));
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layer.AddTile(c, new TerrainTile(template.Id, (byte)index));
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}
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return;
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Buildings
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
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continue;
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layer.AddTile(c, new TileReference<ushort, byte>(template.Id, (byte)i));
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layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
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}
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}
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}
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA
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dirty = new Dictionary<CPos, Sprite>();
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}
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public void AddTile(CPos cell, TileReference<ushort, byte> tile)
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public void AddTile(CPos cell, TerrainTile tile)
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{
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map.CustomTerrain[cell] = tileset.GetTerrainIndex(tile);
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