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

@@ -18,6 +18,7 @@ namespace OpenRA.Mods.RA.Effects
class TeslaZapInfo : IProjectileInfo class TeslaZapInfo : IProjectileInfo
{ {
public readonly string Image = "litning"; public readonly string Image = "litning";
public readonly string Palette = "effect";
public readonly int BrightZaps = 1; public readonly int BrightZaps = 1;
public readonly int DimZaps = 2; public readonly int DimZaps = 2;
public IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); } public IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); }
@@ -56,7 +57,7 @@ namespace OpenRA.Mods.RA.Effects
if (!initialized) if (!initialized)
{ {
var pos = Args.GuidedTarget.IsValidFor(Args.SourceActor) ? Args.GuidedTarget.CenterPosition : Args.PassiveTarget; var pos = Args.GuidedTarget.IsValidFor(Args.SourceActor) ? Args.GuidedTarget.CenterPosition : Args.PassiveTarget;
zap = new TeslaZapRenderable(Args.Source, 0, pos - Args.Source, Info.Image, Info.BrightZaps, Info.DimZaps); zap = new TeslaZapRenderable(Args.Source, 0, pos - Args.Source, Info.Image, Info.BrightZaps, Info.DimZaps, Info.Palette);
} }
yield return zap; yield return zap;
} }

View File

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