facings for the rest of mods/ra.
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@@ -5,15 +5,20 @@ namespace OpenRa.Traits
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{
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public class RenderBuildingInfo : RenderSimpleInfo
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{
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public override object Create(Actor self) { return new RenderBuilding(self); }
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public override object Create(Actor self) { return new RenderBuilding(self);}
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}
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public class RenderBuilding : RenderSimple, INotifyDamage, INotifySold
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{
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static readonly int[] bibStarts = { 0, 0, 1, 5, 11 };
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public RenderBuilding(Actor self)
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: base(self)
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public RenderBuilding( Actor self )
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: this( self, () => 0 )
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{
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}
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public RenderBuilding(Actor self, Func<int> baseFacing)
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: base(self, baseFacing)
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{
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if( Game.skipMakeAnims )
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Complete( self );
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@@ -9,7 +9,7 @@ namespace OpenRa.Traits
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class RenderBuildingTurreted : RenderBuilding, INotifyBuildComplete
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{
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public RenderBuildingTurreted(Actor self)
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: base(self)
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: base(self, () => self.traits.Get<Turreted>().turretFacing)
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{
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}
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@@ -11,9 +11,8 @@ namespace OpenRa.Traits
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage
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{
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public RenderInfantry(Actor self)
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: base(self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim = new Animation( GetImage( self ), () => self.traits.Get<Unit>().Facing );
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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}
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@@ -21,9 +21,9 @@ namespace OpenRa.Traits
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return self.Info.Traits.Get<RenderSimpleInfo>().Image ?? self.Info.Name;
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}
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public RenderSimple(Actor self)
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public RenderSimple(Actor self, Func<int> baseFacing)
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{
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anims.Add( "", new Animation( GetImage(self) ) );
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anims.Add( "", new Animation( GetImage(self), baseFacing ) );
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}
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public virtual IEnumerable<Renderable> Render( Actor self )
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@@ -13,9 +13,8 @@ namespace OpenRa.Traits
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class RenderUnit : RenderSimple, INotifyDamage
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{
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public RenderUnit(Actor self)
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: base(self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim = new Animation( GetImage( self ), () => self.traits.Get<Unit>().Facing );
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PlayFacingAnim(self);
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anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
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@@ -19,9 +19,9 @@ namespace OpenRa.Traits
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var attack = self.traits.Get<AttackBase>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var muzzleFlash = new Animation(GetImage(self));
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var muzzleFlash = new Animation(GetImage(self), ()=>unit.Facing);
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muzzleFlash.PlayFetchIndex("muzzle",
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() => (Util.QuantizeFacing(unit.Facing, 8)) * 6 + (int)(attack.primaryRecoil * 5.9f));
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() => (int)(attack.primaryRecoil * 5.9f));
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anims.Add( "muzzle", new AnimationWithOffset(
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muzzleFlash,
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() => attackInfo.PrimaryOffset.AbsOffset(),
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@@ -19,7 +19,7 @@ namespace OpenRa.Traits
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var attack = self.traits.GetOrDefault<AttackBase>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var turretAnim = new Animation(GetImage(self));
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var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
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turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
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if( attackInfo.PrimaryOffset != null )
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@@ -36,10 +36,9 @@ namespace OpenRa.Traits
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if( attackInfo.MuzzleFlash )
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{
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var muzzleFlash = new Animation( GetImage(self) );
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var muzzleFlash = new Animation( GetImage(self), () => self.traits.Get<Turreted>().turretFacing );
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muzzleFlash.PlayFetchIndex( "muzzle",
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() => ( Util.QuantizeFacing( self.traits.Get<Turreted>().turretFacing, 8 ) ) * 6
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+ (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */
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() => (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */
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anims.Add( "muzzle_flash", new AnimationWithOffset(
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muzzleFlash,
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() => Util.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
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