Use CellLayer for custom terrain.

This commit is contained in:
Paul Chote
2014-05-17 01:30:00 +12:00
parent c5b4d643af
commit ce331a28e8
5 changed files with 12 additions and 12 deletions

View File

@@ -91,7 +91,7 @@ namespace OpenRA.Mods.RA
// Set the initial custom terrain types
foreach (var c in footprint.Keys)
self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
}
int GetTerrainType(CPos cell)
@@ -204,7 +204,7 @@ namespace OpenRA.Mods.RA
// Update map
foreach (var c in footprint.Keys)
self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
// If this bridge repair operation connects two pathfinding domains,
// update the domain index.

View File

@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA.Buildings
continue;
// Don't place under other buildings or custom terrain
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c.X, c.Y] != -1)
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
continue;
var index = Game.CosmeticRandom.Next(template.TilesCount);
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Buildings
continue;
// Don't place under other buildings or custom terrain
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c.X, c.Y] != -1)
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
continue;
layer.AddTile(c, new TileReference<ushort, byte>(template.Id, (byte)i));

View File

@@ -34,7 +34,7 @@ namespace OpenRA.Mods.RA
public void AddTile(CPos cell, TileReference<ushort, byte> tile)
{
map.CustomTerrain[cell.X, cell.Y] = tileset.GetTerrainIndex(tile);
map.CustomTerrain[cell] = tileset.GetTerrainIndex(tile);
// Terrain tiles define their origin at the topleft
var s = theater.TileSprite(tile);