Merge pull request #10759 from GraionDilach/spriteeffect-bleeding-fog
Do not render trails under fog by default.
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@@ -15,16 +15,20 @@ namespace OpenRA.Effects
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{
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public class SpriteEffect : IEffect
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{
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readonly World world;
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readonly string palette;
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readonly Animation anim;
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readonly WPos pos;
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readonly bool visibleThroughFog;
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readonly bool scaleSizeWithZoom;
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public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool scaleSizeWithZoom = false)
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public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false)
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{
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this.world = world;
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this.pos = pos;
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this.palette = palette;
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this.scaleSizeWithZoom = scaleSizeWithZoom;
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this.visibleThroughFog = visibleThroughFog;
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anim = new Animation(world, image);
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anim.PlayThen(sequence, () => world.AddFrameEndTask(w => w.Remove(this)));
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}
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@@ -36,8 +40,11 @@ namespace OpenRA.Effects
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (world.FogObscures(pos) && !visibleThroughFog)
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return SpriteRenderable.None;
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var zoom = scaleSizeWithZoom ? 1f / wr.Viewport.Zoom : 1f;
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return anim.Render(pos, WVec.Zero, 0, wr.Palette(palette), zoom);
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}
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}
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}
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}
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@@ -196,7 +196,7 @@ namespace OpenRA.Widgets
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else if (o.TargetLocation != CPos.Zero)
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{
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var pos = world.Map.CenterOfCell(cell);
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, world, "moveflsh", "idle", "moveflash", true)));
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, world, "moveflsh", "idle", "moveflash", true, true)));
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flashed = true;
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}
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}
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@@ -33,6 +33,9 @@ namespace OpenRA.Mods.Common.Traits
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"CenterPosition to draw the trail sprite at the current position.")]
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public readonly TrailType Type = TrailType.Cell;
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[Desc("Should the trail be visible through fog.")]
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public readonly bool VisibleThroughFog = false;
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[Desc("Display a trail while stationary.")]
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public readonly bool TrailWhileStationary = false;
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@@ -76,7 +79,7 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(Info.Image))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, Info.Image,
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette)));
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog)));
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cachedPosition = self.CenterPosition;
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ticks = 0;
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