Convert (Dynamic)FacingInit, (Dynamic)TurretFacingInit to WAngle.

This commit is contained in:
Paul Chote
2020-06-26 00:33:08 +01:00
committed by abcdefg30
parent e8f443f4a9
commit a2269e7ee7
36 changed files with 133 additions and 155 deletions

View File

@@ -57,6 +57,7 @@ namespace OpenRA.Mods.Common.Traits
WAngle facing;
WAngle rotation;
int direction;
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
{
@@ -66,20 +67,22 @@ namespace OpenRA.Mods.Common.Traits
// TODO: Carry orientation over from the parent instead of just facing
var dynamicFacingInit = init.GetOrDefault<DynamicFacingInit>();
var bodyFacing = dynamicFacingInit != null ? dynamicFacingInit.Value() : init.GetValue<FacingInit, int>(0);
facing = WAngle.FromFacing(Turreted.TurretFacingFromInit(init, info, 0)());
var bodyFacing = dynamicFacingInit != null ? dynamicFacingInit.Value() : init.GetValue<FacingInit, WAngle>(WAngle.Zero);
facing = Turreted.TurretFacingFromInit(init, info, WAngle.Zero)();
// Calculate final position
var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
var throwRotation = WRot.FromYaw(new WAngle(Game.CosmeticRandom.Next(1024)));
var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Length, info.MaxThrowRange.Length);
initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromYaw(bodyFacing)));
finalPos = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation);
angle = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle));
length = (finalPos - initialPos).Length / info.Velocity;
// Facing rotation
rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
// WAngle requires positive inputs, so track the speed and direction separately
var rotationSpeed = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024;
direction = rotationSpeed < 0 ? -1 : 1;
rotation = WAngle.FromFacing(Math.Abs(rotationSpeed));
var anim = new Animation(init.World, rs.GetImage(self), () => facing);
anim.PlayRepeating(info.Anim);
@@ -94,7 +97,7 @@ namespace OpenRA.Mods.Common.Traits
pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
// Spin the particle
facing += rotation;
facing += new WAngle(direction * rotation.Angle);
rotation = new WAngle(rotation.Angle * 90 / 100);
}
}