Added a flag ShowShadow in WithVoxelBarrel, WithVoxelBody, WithVoxelTurret, WithVoxelUnloadBody and WithVoxelWalkerBody
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@@ -28,6 +28,9 @@ namespace OpenRA.Mods.TS.Traits.Render
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[Desc("Voxel sequence name to use when undocked from a refinery.")]
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public readonly string IdleSequence = "idle";
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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 object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.Self, this); }
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public IEnumerable<VoxelAnimation> RenderPreviewVoxels(
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@@ -37,7 +40,7 @@ namespace OpenRA.Mods.TS.Traits.Render
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var voxel = VoxelProvider.GetVoxel(image, "idle");
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yield return new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(orientation(), facings) },
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() => false, () => 0);
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() => false, () => 0, ShowShadow);
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}
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}
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@@ -56,7 +59,7 @@ namespace OpenRA.Mods.TS.Traits.Render
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rv.Add(new VoxelAnimation(idleVoxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => Docked,
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() => 0));
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() => 0, info.ShowShadow));
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// Selection size
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var rvi = self.Info.TraitInfo<RenderVoxelsInfo>();
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@@ -67,7 +70,7 @@ namespace OpenRA.Mods.TS.Traits.Render
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rv.Add(new VoxelAnimation(unloadVoxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => !Docked,
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() => 0));
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() => 0, info.ShowShadow));
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}
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public int2 SelectionSize(Actor self) { return size; }
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