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