Make TeslaZap color palette customizable.

This commit is contained in:
reaperrr
2014-05-03 00:02:12 +02:00
parent 26ae11c155
commit 9f0f11db54
2 changed files with 19 additions and 16 deletions

View File

@@ -33,18 +33,20 @@ namespace OpenRA.Mods.RA
readonly int zOffset;
readonly WVec length;
readonly string image;
readonly string palette;
readonly int brightZaps, dimZaps;
WPos cachedPos;
WVec cachedLength;
IEnumerable<IRenderable> cache;
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps)
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
{
this.pos = pos;
this.zOffset = zOffset;
this.length = length;
this.image = image;
this.palette = palette;
this.brightZaps = brightZaps;
this.dimZaps = dimZaps;
@@ -59,10 +61,10 @@ namespace OpenRA.Mods.RA
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps); }
public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable AsDecoration() { return this; }
public void BeforeRender(WorldRenderer wr) { }
@@ -84,14 +86,14 @@ namespace OpenRA.Mods.RA
var target = wr.ScreenPosition(pos + length);
for (var n = 0; n < dimZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, dim))
foreach (var z in DrawZapWandering(wr, source, target, dim, palette))
yield return z;
for (var n = 0; n < brightZaps; n++)
foreach (var z in DrawZapWandering(wr, source, target, bright))
foreach (var z in DrawZapWandering(wr, source, target, bright, palette))
yield return z;
}
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s)
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
{
var z = float2.Zero; /* hack */
var dist = to - from;
@@ -103,29 +105,29 @@ namespace OpenRA.Mods.RA
var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
var p2 = from + (2 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, p2, s, out p2));
renderables.AddRange(DrawZap(wr, p2, to, s, out z));
renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
renderables.AddRange(DrawZap(wr, p1, p2, s, out p2, pal));
renderables.AddRange(DrawZap(wr, p2, to, s, out z, pal));
}
else
{
var p1 = from + (1 / 2f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
renderables.AddRange(DrawZap(wr, p1, to, s, out z));
renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
renderables.AddRange(DrawZap(wr, p1, to, s, out z, pal));
}
return renderables;
}
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p)
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
{
var dist = to - from;
var q = new float2(-dist.Y, dist.X);
var c = -float2.Dot(from, q);
var rs = new List<IRenderable>();
var z = from;
var pal = wr.Palette("effect");
var pal = wr.Palette(palette);
while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
{