Refactor Shape.Rectangle.RotateToIsometry

And fixes TS wall and gate shapes.
This commit is contained in:
reaperrr
2017-05-04 17:33:06 +02:00
committed by Chris Forbes
parent b11af3bcb5
commit ccda89f268
3 changed files with 32 additions and 10 deletions

View File

@@ -33,10 +33,9 @@ namespace OpenRA.Mods.Common.HitShapes
[Desc("Defines the bottom offset relative to the actor's target point.")]
public readonly int VerticalBottomOffset = 0;
// This is just a temporary work-around until we have a customizable PolygonShape
[Desc("Rotates shape by 90 degree relative to actor facing. Mostly required for buildings on isometric terrain.",
[Desc("Rotates shape by an angle relative to actor facing. Mostly required for buildings on isometric terrain.",
"Mobile actors do NOT need this!")]
public readonly bool RotateToIsometry = false;
public readonly WAngle LocalYaw = WAngle.Zero;
// This is just a temporary work-around until we have a customizable PolygonShape
[Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")]
@@ -98,8 +97,7 @@ namespace OpenRA.Mods.Common.HitShapes
public WDist DistanceFromEdge(WPos pos, Actor actor)
{
var actorPos = actor.CenterPosition;
var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
if (ApplyToAllTargetablePositions && targetablePositions.Any())
@@ -120,8 +118,7 @@ namespace OpenRA.Mods.Common.HitShapes
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
{
var actorPos = actor.CenterPosition;
var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
if (ApplyToAllTargetablePositions && targetablePositions.Any())

View File

@@ -651,6 +651,18 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
// Refactor Rectangle shape RotateToIsometry bool into WAngle LocalYaw
if (engineVersion < 20170509)
{
if (node.Key.StartsWith("RotateToIsometry", StringComparison.Ordinal))
{
var value = FieldLoader.GetValue<bool>("RotateToIsometry", node.Value.Value);
node.Value.Value = value ? "128" : "0";
node.Key = "LocalYaw";
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
}

View File

@@ -284,9 +284,9 @@
ConditionManager:
Health:
Shape: Rectangle
RotateToIsometry: true
TopLeft: -384, -384
BottomRight: 384, 384
LocalYaw: 128
TopLeft: -512, -512
BottomRight: 512, 512
VerticalTopOffset: 512
^BuildingPlug:
@@ -899,6 +899,11 @@
Cost: 250
Health:
HP: 350
Shape: Rectangle
LocalYaw: 128
TopLeft: -512, -512
BottomRight: 512, 512
VerticalTopOffset: 640
Armor:
Type: Heavy
LineBuildNode:
@@ -923,6 +928,10 @@
^Gate_A:
Inherits: ^Gate
Health:
Shape: Rectangle
TopLeft: -512, -1536
BottomRight: 512, 1536
Gate:
Dimensions: 3,1
Footprint: xxx
@@ -933,6 +942,10 @@
^Gate_B:
Inherits: ^Gate
Health:
Shape: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 512
Gate:
Dimensions: 1,3
Footprint: x x x