Fix ActorPreview turret facings.

This commit is contained in:
Paul Chote
2015-02-10 14:21:44 +00:00
parent 268ca94dc1
commit aa9db669e7
4 changed files with 13 additions and 5 deletions

View File

@@ -39,10 +39,14 @@ namespace OpenRA.Mods.Common.Traits
var t = init.Actor.Traits.WithInterface<TurretedInfo>()
.First(tt => tt.Turret == Turret);
var anim = new Animation(init.World, image, () => t.InitialFacing);
var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
var bodyFacing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
var anim = new Animation(init.World, image, () => turretFacing);
anim.Play(Sequence);
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
}