From b91fe10cad1d2f5b16e1b0f249ba58008a7d825e Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Mon, 21 Jul 2014 17:54:47 +1200 Subject: [PATCH] Account for building turret facing in actor previews. --- OpenRA.Mods.RA/Render/RenderBuildingTurreted.cs | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) diff --git a/OpenRA.Mods.RA/Render/RenderBuildingTurreted.cs b/OpenRA.Mods.RA/Render/RenderBuildingTurreted.cs index 0c14873c40..a95173f5d6 100644 --- a/OpenRA.Mods.RA/Render/RenderBuildingTurreted.cs +++ b/OpenRA.Mods.RA/Render/RenderBuildingTurreted.cs @@ -9,14 +9,29 @@ #endregion using System; +using System.Collections.Generic; using System.Linq; +using OpenRA.Graphics; +using OpenRA.Mods.RA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA.Render { class RenderBuildingTurretedInfo : RenderBuildingInfo, Requires { - public override object Create(ActorInitializer init) { return new RenderBuildingTurreted( init, this ); } + public override object Create(ActorInitializer init) { return new RenderBuildingTurreted(init, this); } + + public override IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) + { + var t = init.Actor.Traits.WithInterface() + .FirstOrDefault(); + + // Show the correct turret facing + var anim = new Animation(init.World, image, () => t.InitialFacing); + anim.PlayRepeating("idle"); + + yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale); + } } class RenderBuildingTurreted : RenderBuilding