removing a bunch of excessively low-level pixel -> cell conversions
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@@ -36,19 +36,19 @@ namespace OpenRA.Traits
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{
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public virtual int2? CreationLocation( Actor self, ActorInfo producee )
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{
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var pos = (1 / 24f * self.CenterLocation).ToInt2();
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var pos = Util.CellContaining(self.CenterLocation);
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var pi = self.Info.Traits.Get<ProductionInfo>();
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if (pi.ProductionOffset != null)
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pos += new int2(pi.ProductionOffset[0], pi.ProductionOffset[1]);
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pos += pi.ProductionOffset.AsInt2();
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return pos;
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}
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public virtual int2? ExitLocation(Actor self, ActorInfo producee)
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{
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var pos = (1 / 24f * self.CenterLocation).ToInt2();
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var pos = Util.CellContaining(self.CenterLocation);
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var pi = self.Info.Traits.Get<ProductionInfo>();
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if (pi.ExitOffset != null)
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pos += new int2(pi.ExitOffset[0], pi.ExitOffset[1]);
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pos += pi.ExitOffset.AsInt2();
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return pos;
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}
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@@ -68,23 +68,21 @@ namespace OpenRA.Traits
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var pi = self.Info.Traits.Get<ProductionInfo>();
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var rp = self.traits.GetOrDefault<RallyPoint>();
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if( rp != null || pi.ExitOffset != null)
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if (rp != null || pi.ExitOffset != null)
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{
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var mobile = newUnit.traits.GetOrDefault<Mobile>();
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if( mobile != null )
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if (mobile != null)
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{
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if (pi.ExitOffset != null)
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newUnit.QueueActivity(new Activities.Move(ExitLocation( self, producee).Value, 1));
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newUnit.QueueActivity(new Activities.Move(ExitLocation(self, producee).Value, 1));
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if (rp != null)
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newUnit.QueueActivity( new Activities.Move( rp.rallyPoint, 1 ) );
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newUnit.QueueActivity(new Activities.Move(rp.rallyPoint, 1));
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}
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}
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if (pi != null && pi.SpawnOffset != null)
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newUnit.CenterLocation = self.CenterLocation
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+ new float2(pi.SpawnOffset[0], pi.SpawnOffset[1]);
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newUnit.CenterLocation = self.CenterLocation + pi.SpawnOffset.AsInt2();
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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t.UnitProduced(self, newUnit);
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