factored out flying unit render into WithShadow:IRenderModifier
This commit is contained in:
@@ -42,16 +42,10 @@ namespace OpenRa.Game.Graphics
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PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
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PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
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}
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}
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public void PlayRepeatingPreservingPosition(string sequenceName)
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{
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var f = frame;
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PlayThen(sequenceName, () => PlayRepeating(sequenceName));
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frame = f % CurrentSequence.Length;
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}
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public void ReplaceAnim(string sequenceName)
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public void ReplaceAnim(string sequenceName)
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{
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{
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CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
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CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
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frame %= CurrentSequence.Length;
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}
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}
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public void PlayThen( string sequenceName, Action after )
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public void PlayThen( string sequenceName, Action after )
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@@ -186,7 +186,6 @@
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<Compile Include="Traits\Cloak.cs" />
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<Compile Include="Traits\Cloak.cs" />
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<Compile Include="Traits\RenderUnit.cs" />
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<Compile Include="Traits\RenderUnit.cs" />
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<Compile Include="Traits\RenderUnitMuzzleFlash.cs" />
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<Compile Include="Traits\RenderUnitMuzzleFlash.cs" />
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<Compile Include="Traits\RenderUnitPlane.cs" />
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<Compile Include="Traits\RenderUnitReload.cs" />
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<Compile Include="Traits\RenderUnitReload.cs" />
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<Compile Include="Traits\RenderUnitRotor.cs" />
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<Compile Include="Traits\RenderUnitRotor.cs" />
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<Compile Include="Traits\RenderUnitSpinner.cs" />
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<Compile Include="Traits\RenderUnitSpinner.cs" />
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@@ -198,6 +197,7 @@
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<Compile Include="Traits\Tree.cs" />
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<Compile Include="Traits\Tree.cs" />
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<Compile Include="Traits\Turreted.cs" />
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<Compile Include="Traits\Turreted.cs" />
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<Compile Include="Traits\Unit.cs" />
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<Compile Include="Traits\Unit.cs" />
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<Compile Include="Traits\WithShadow.cs" />
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<Compile Include="UnitOrders.cs" />
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<Compile Include="UnitOrders.cs" />
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<Compile Include="Traits\Util.cs" />
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<Compile Include="Traits\Util.cs" />
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<Compile Include="UiOverlay.cs" />
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<Compile Include="UiOverlay.cs" />
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@@ -173,9 +173,6 @@ namespace OpenRa.Game.Traits.Activities
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w2 = c2 + f;
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w2 = c2 + f;
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w3 = approachStart;
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w3 = approachStart;
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landPoint = landPos;
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landPoint = landPos;
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var rup = self.traits.Get<RenderUnitPlane>();
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rup.wps = new[] { self.CenterLocation, w1, w2, w3, landPoint, c1, c2 };
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}
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}
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public IActivity Tick(Actor self)
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public IActivity Tick(Actor self)
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@@ -1,31 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class RenderUnitPlane : RenderUnit
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{
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Animation debug = new Animation("litning");
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public float2[] wps;
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public RenderUnitPlane(Actor self)
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: base(self) { debug.PlayRepeating("bright"); debug.Tick(); }
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public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
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{
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var unit = self.traits.Get<Unit>();
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yield return Util.CenteredShadow(self, anim.Image, self.CenterLocation);
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var p = self.CenterLocation - new float2(0, unit.Altitude);
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yield return Util.Centered(self, anim.Image, p);
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if (wps != null)
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foreach (var w in wps)
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yield return Tuple.New(debug.Image, w - .5f * debug.Image.size, 0);
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}
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}
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}
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@@ -24,20 +24,11 @@ namespace OpenRa.Game.Traits
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{
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{
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var unit = self.traits.Get<Unit>();
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var unit = self.traits.Get<Unit>();
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yield return Util.CenteredShadow(self, anim.Image, self.CenterLocation);
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yield return Util.Centered(self, anim.Image, self.CenterLocation);
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yield return Util.CenteredShadow(self, rotorAnim.Image, self.CenterLocation
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yield return Util.Centered(self, rotorAnim.Image, self.CenterLocation
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+ Util.GetTurretPosition(self, unit, self.Info.PrimaryOffset, 0));
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if (self.Info.SecondaryOffset != null)
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yield return Util.CenteredShadow(self, (secondRotorAnim ?? rotorAnim).Image, self.CenterLocation
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+ Util.GetTurretPosition(self, unit, self.Info.SecondaryOffset, 0));
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var p = self.CenterLocation - new float2( 0, unit.Altitude );
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yield return Util.Centered(self, anim.Image, p);
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yield return Util.Centered(self, rotorAnim.Image, p
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+ Util.GetTurretPosition( self, unit, self.Info.PrimaryOffset, 0 ) );
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+ Util.GetTurretPosition( self, unit, self.Info.PrimaryOffset, 0 ) );
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if (self.Info.SecondaryOffset != null)
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if (self.Info.SecondaryOffset != null)
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yield return Util.Centered(self, (secondRotorAnim ?? rotorAnim).Image, p
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yield return Util.Centered(self, (secondRotorAnim ?? rotorAnim).Image, self.CenterLocation
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+ Util.GetTurretPosition( self, unit, self.Info.SecondaryOffset, 0 ) );
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+ Util.GetTurretPosition( self, unit, self.Info.SecondaryOffset, 0 ) );
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}
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}
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@@ -55,9 +46,9 @@ namespace OpenRa.Game.Traits
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if (isFlying ^ (rotorAnim.CurrentSequence.Name != "rotor"))
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if (isFlying ^ (rotorAnim.CurrentSequence.Name != "rotor"))
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return;
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return;
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rotorAnim.PlayRepeatingPreservingPosition(isFlying ? "rotor" : "slow-rotor");
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rotorAnim.ReplaceAnim(isFlying ? "rotor" : "slow-rotor");
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if (secondRotorAnim != null)
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if (secondRotorAnim != null)
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secondRotorAnim.PlayRepeatingPreservingPosition(isFlying ? "rotor2" : "slow-rotor2");
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secondRotorAnim.ReplaceAnim(isFlying ? "rotor2" : "slow-rotor2");
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}
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}
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}
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}
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}
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}
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21
OpenRa.Game/Traits/WithShadow.cs
Normal file
21
OpenRa.Game/Traits/WithShadow.cs
Normal file
@@ -0,0 +1,21 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class WithShadow : IRenderModifier
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{
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public WithShadow(Actor self) {}
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public IEnumerable<Tuple<Sprite, float2, int>> ModifyRender(Actor self, IEnumerable<Tuple<Sprite, float2, int>> r)
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{
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var unit = self.traits.Get<Unit>();
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var shadowSprites = r.Select( a => Tuple.New( a.a, a.b, 8 ));
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var flyingSprites = r.Select( a => Tuple.New( a.a, a.b - new float2( 0, unit.Altitude ), a.c ));
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return shadowSprites.Concat(flyingSprites);
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}
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}
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}
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10
units.ini
10
units.ini
@@ -155,13 +155,13 @@ HIND
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[MIG]
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[MIG]
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Description=Mig Attack Plane
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Description=Mig Attack Plane
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BuiltAt=afld
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BuiltAt=afld
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Traits=Unit, Plane, RenderUnitPlane
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Traits=Unit, Plane, RenderUnit, WithShadow
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InitialFacing=192
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InitialFacing=192
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LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
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LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
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[YAK]
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[YAK]
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Description=Yak Attack Plane
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Description=Yak Attack Plane
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BuiltAt=afld
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BuiltAt=afld
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Traits=Unit, Plane, RenderUnitPlane
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Traits=Unit, Plane, RenderUnit, WithShadow
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InitialFacing=192
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InitialFacing=192
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LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
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LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
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[TRAN]
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[TRAN]
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@@ -169,21 +169,21 @@ Description=Transport Helicopter
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PrimaryOffset=0,14,0,-4
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PrimaryOffset=0,14,0,-4
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SecondaryOffset=0,-14,0,-2
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SecondaryOffset=0,-14,0,-2
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BuiltAt=hpad
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow
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SecondaryAnim=rotor2
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SecondaryAnim=rotor2
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InitialFacing=20
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InitialFacing=20
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LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
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LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
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[HELI]
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[HELI]
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Description=Longbow
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Description=Longbow
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BuiltAt=hpad
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow
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PrimaryOffset=0,0,0,-2
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PrimaryOffset=0,0,0,-2
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InitialFacing=20
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InitialFacing=20
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LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
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LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
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[HIND]
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[HIND]
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Description=Hind
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Description=Hind
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BuiltAt=hpad
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor
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Traits=Unit, Helicopter, RenderUnitRotor, WithShadow
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InitialFacing=20
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InitialFacing=20
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LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
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LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
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