Add support for turrets in actor previews.
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@@ -11,12 +11,13 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.RA.Render
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{
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{
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[Desc("Renders barrels for units with the Turreted trait.")]
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[Desc("Renders barrels for units with the Turreted trait.")]
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class WithTurretInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
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class WithTurretInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
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{
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{
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[Desc("Sequence name to use")]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "turret";
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public readonly string Sequence = "turret";
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@@ -31,6 +32,20 @@ namespace OpenRA.Mods.RA.Render
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public readonly bool Recoils = true;
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public readonly bool Recoils = true;
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public object Create(ActorInitializer init) { return new WithTurret(init.self, this); }
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public object Create(ActorInitializer init) { return new WithTurret(init.self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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anim.Play(Sequence);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
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}
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}
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}
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class WithTurret : ITick
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class WithTurret : ITick
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