Separate IBodyOrientation from render traits.
This commit is contained in:
@@ -16,13 +16,8 @@ using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
public class RenderSimpleInfo : RenderSpritesInfo, IBodyOrientationInfo
|
||||
public class RenderSimpleInfo : RenderSpritesInfo, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")]
|
||||
public readonly int QuantizedFacings = -1;
|
||||
|
||||
[Desc("Camera pitch the sprite was rendered with. Used to determine rotation ellipses")]
|
||||
public readonly WAngle CameraPitch = WAngle.FromDegrees(40);
|
||||
public override object Create(ActorInitializer init) { return new RenderSimple(init.self); }
|
||||
|
||||
public virtual IEnumerable<IRenderable> RenderPreview(ActorInfo ai, PaletteReference pr)
|
||||
@@ -34,7 +29,7 @@ namespace OpenRA.Traits
|
||||
}
|
||||
}
|
||||
|
||||
public class RenderSimple : RenderSprites, IBodyOrientation, IAutoSelectionSize
|
||||
public class RenderSimple : RenderSprites, IAutoSelectionSize
|
||||
{
|
||||
RenderSimpleInfo Info;
|
||||
|
||||
@@ -49,6 +44,7 @@ namespace OpenRA.Traits
|
||||
: this(self, MakeFacingFunc(self))
|
||||
{
|
||||
anim.PlayRepeating("idle");
|
||||
self.Trait<IBodyOrientation>().QuantizedFacings = anim.CurrentSequence.Facings;
|
||||
}
|
||||
|
||||
public int2 SelectionSize(Actor self)
|
||||
@@ -74,22 +70,5 @@ namespace OpenRA.Traits
|
||||
anim.PlayThen(NormalizeSequence(self, name),
|
||||
() => anim.PlayRepeating(NormalizeSequence(self, "idle")));
|
||||
}
|
||||
|
||||
public WVec LocalToWorld(WVec vec)
|
||||
{
|
||||
// RA's 2d perspective doesn't correspond to an orthonormal 3D
|
||||
// coordinate system, so fudge the y axis to make things look good
|
||||
return new WVec(vec.Y, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z);
|
||||
}
|
||||
|
||||
public WRot QuantizeOrientation(Actor self, WRot orientation)
|
||||
{
|
||||
// Map yaw to the closest facing
|
||||
var numDirs = Info.QuantizedFacings == -1 ? anim.CurrentSequence.Facings : Info.QuantizedFacings;
|
||||
var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, numDirs) * (256 / numDirs);
|
||||
|
||||
// Roll and pitch are always zero
|
||||
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user