Added a flag ShowShadow in WithVoxelBarrel, WithVoxelBody, WithVoxelTurret, WithVoxelUnloadBody and WithVoxelWalkerBody
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@@ -26,6 +26,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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[Desc("Defines if the Voxel should have a shadow.")]
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public readonly bool ShowShadow = true;
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public override object Create(ActorInitializer init) { return new WithVoxelTurret(init.Self, this); }
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public IEnumerable<VoxelAnimation> RenderPreviewVoxels(
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@@ -44,7 +47,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, Turret);
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Func<WRot> turretBodyOrientation = () => WRot.FromYaw(WAngle.FromFacing(turretFacing()) - orientation().Yaw);
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yield return new VoxelAnimation(voxel, turretOffset,
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() => new[] { turretBodyOrientation(), body.QuantizeOrientation(orientation(), facings) }, () => false, () => 0);
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() => new[] { turretBodyOrientation(), body.QuantizeOrientation(orientation(), facings) }, () => false, () => 0, ShowShadow);
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}
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}
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@@ -69,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, Info.Sequence),
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() => turreted.Position(self), TurretRotation,
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() => IsTraitDisabled || !buildComplete, () => 0));
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() => IsTraitDisabled || !buildComplete, () => 0, info.ShowShadow));
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}
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IEnumerable<WRot> TurretRotation()
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