Convert QuantizeFacing to WAngle facings.

This commit is contained in:
Paul Chote
2020-05-25 21:35:01 +01:00
committed by reaperrr
parent bfb6c671fb
commit c999b2d778
11 changed files with 34 additions and 34 deletions

View File

@@ -72,11 +72,11 @@ namespace OpenRA.Mods.Common.Activities
// Turn to one of the harvestable facings
if (harvInfo.HarvestFacings != 0)
{
var current = facing.Facing;
var current = WAngle.FromFacing(facing.Facing);
var desired = body.QuantizeFacing(current, harvInfo.HarvestFacings);
if (desired != current)
{
QueueChild(new Turn(self, desired));
QueueChild(new Turn(self, desired.Facing));
return false;
}
}

View File

@@ -395,7 +395,7 @@ namespace OpenRA.Mods.Common.Graphics
protected virtual int GetFacingFrameOffset(WAngle facing)
{
return Util.IndexFacing(facing.Facing, Facings);
return Util.IndexFacing(facing, Facings);
}
}
}

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@@ -176,7 +176,7 @@ namespace OpenRA.Mods.Common.Traits
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.IndexFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
sequence += Util.IndexFacing(targetYaw, a.Info.MuzzleSplitFacings).ToString();
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
() => PortOffset(self, port),

View File

@@ -44,13 +44,13 @@ namespace OpenRA.Mods.Common.Traits
return orientation;
// Map yaw to the closest facing
var facing = QuantizeFacing(orientation.Yaw.Angle / 4, facings);
var facing = QuantizeFacing(orientation.Yaw, facings);
// Roll and pitch are always zero if yaw is quantized
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
return WRot.FromYaw(facing);
}
public virtual int QuantizeFacing(int facing, int facings)
public virtual WAngle QuantizeFacing(WAngle facing, int facings)
{
return Util.QuantizeFacing(facing, facings);
}
@@ -106,12 +106,12 @@ namespace OpenRA.Mods.Common.Traits
return info.QuantizeOrientation(orientation, quantizedFacings.Value);
}
public int QuantizeFacing(int facing)
public WAngle QuantizeFacing(WAngle facing)
{
return info.QuantizeFacing(facing, quantizedFacings.Value);
}
public int QuantizeFacing(int facing, int facings)
public WAngle QuantizeFacing(WAngle facing, int facings)
{
return info.QuantizeFacing(facing, facings);
}

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@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Traits.Render
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.IndexFacing(getFacing().Facing, a.Info.MuzzleSplitFacings).ToString();
sequence += Util.IndexFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
visible[barrel] = true;
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);

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@@ -222,8 +222,7 @@ namespace OpenRA.Mods.Common.Traits
// Quantize orientation to match a rendered sprite
// Implies no pitch or yaw
var facing = body.QuantizeFacing(world.Yaw.Angle / 4, QuantizedFacings);
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing));
return WRot.FromYaw(body.QuantizeFacing(world.Yaw, QuantizedFacings));
}
public void ModifyDeathActorInit(Actor self, TypeDictionary init)

View File

@@ -50,17 +50,17 @@ namespace OpenRA.Mods.Common
/// Calculate the frame index (between 0..numFrames) that
/// should be used for the given facing value.
/// </summary>
public static int IndexFacing(int facing, int numFrames)
public static int IndexFacing(WAngle facing, int numFrames)
{
var step = 256 / numFrames;
var a = (facing + step / 2) & 0xff;
var step = 1024 / numFrames;
var a = (facing.Angle + step / 2) & 1023;
return a / step;
}
/// <summary>Rounds the given facing value to the nearest quantized step.</summary>
public static int QuantizeFacing(int facing, int steps)
public static WAngle QuantizeFacing(WAngle facing, int steps)
{
return IndexFacing(facing, steps) * (256 / steps);
return new WAngle(IndexFacing(facing, steps) * (1024 / steps));
}
/// <summary>Wraps an arbitrary integer facing value into the range 0 - 255</summary>