+RenderBuildingSeparateTurret
This commit is contained in:
committed by
Chris Forbes
parent
f8a0dd59b7
commit
d498ff1085
@@ -283,6 +283,7 @@
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<Compile Include="Render\RenderBuildingCharge.cs" />
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<Compile Include="Render\RenderBuildingCharge.cs" />
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<Compile Include="Render\RenderBuildingSilo.cs" />
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<Compile Include="Render\RenderBuildingSilo.cs" />
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<Compile Include="Render\RenderBuildingTurreted.cs" />
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<Compile Include="Render\RenderBuildingTurreted.cs" />
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<Compile Include="Render\RenderBuildingSeparateTurret.cs" />
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<Compile Include="Render\RenderBuildingWall.cs" />
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<Compile Include="Render\RenderBuildingWall.cs" />
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<Compile Include="Render\RenderBuildingWarFactory.cs" />
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<Compile Include="Render\RenderBuildingWarFactory.cs" />
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<Compile Include="Render\RenderEditorOnly.cs" />
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<Compile Include="Render\RenderEditorOnly.cs" />
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@@ -430,4 +431,4 @@
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copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
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copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
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cd "$(SolutionDir)"</PostBuildEvent>
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cd "$(SolutionDir)"</PostBuildEvent>
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</PropertyGroup>
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</PropertyGroup>
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</Project>
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</Project>
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43
OpenRA.Mods.RA/Render/RenderBuildingSeparateTurret.cs
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43
OpenRA.Mods.RA/Render/RenderBuildingSeparateTurret.cs
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@@ -0,0 +1,43 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Buildings;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderBuildingSeparateTurretInfo : RenderBuildingInfo, Requires<TurretedInfo>, Requires<AttackBaseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderBuildingSeparateTurret(init, this); }
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}
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class RenderBuildingSeparateTurret : RenderBuilding
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{
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public RenderBuildingSeparateTurret(ActorInitializer init, RenderBuildingInfo info)
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: base(init, info)
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{
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var turreted = init.self.Trait<Turreted>();
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var attack = init.self.Trait<AttackBase>();
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var turretAnim = new Animation(GetImage(init.self), () => turreted.turretFacing);
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turretAnim.Play("turret");
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for( var i = 0; i < attack.Turrets.Count; i++ )
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{
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var turret = attack.Turrets[i];
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anims.Add( "turret_{0}".F(i),
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new AnimationWithOffset(turretAnim,
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() => Combat.GetTurretPosition(init.self, null, turret).ToFloat2(),
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null));
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}
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}
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}
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}
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@@ -446,7 +446,7 @@ GUNTOWER:
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Range: 7
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Range: 7
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RenderRangeCircle:
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RenderRangeCircle:
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-RenderBuilding:
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-RenderBuilding:
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RenderBuildingTurreted:
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RenderBuildingSeparateTurret:
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Turreted:
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Turreted:
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ROT: 12
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ROT: 12
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InitialFacing: 50
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InitialFacing: 50
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