Aftermath support, and spinners (on MGG, MRJ, TTNK) work (again?).
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35
OpenRa.Game/Traits/RenderUnitSpinner.cs
Executable file
35
OpenRa.Game/Traits/RenderUnitSpinner.cs
Executable file
@@ -0,0 +1,35 @@
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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 RenderUnitSpinner : RenderUnit
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{
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public Animation spinnerAnim;
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public RenderUnitSpinner( Actor self )
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: base(self)
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{
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spinnerAnim = new Animation( self.unitInfo.Name );
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spinnerAnim.PlayRepeating( "spinner" );
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}
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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.Centered(self, anim.Image, self.CenterLocation);
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yield return Util.Centered( self, spinnerAnim.Image, self.CenterLocation
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+ Util.GetTurretPosition(self, unit, self.unitInfo.PrimaryOffset, 0));
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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spinnerAnim.Tick();
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}
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}
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}
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@@ -15,23 +15,20 @@ namespace OpenRa.Game.Traits
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public RenderUnitTurreted(Actor self)
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: base(self)
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{
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self.traits.Get<Turreted>();
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turretAnim = new Animation(self.unitInfo.Name);
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if (self.traits.Contains<Turreted>())
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{
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if (self.unitInfo.MuzzleFlash)
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{
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var attack = self.traits.WithInterface<AttackBase>().First();
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muzzleFlash = new Animation(self.unitInfo.Name);
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muzzleFlash.PlayFetchIndex("muzzle",
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() => (Util.QuantizeFacing(self.traits.Get<Turreted>().turretFacing,8)) * 6 + (int)(attack.primaryRecoil * 5.9f));
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/* hack: recoil can be 1.0f, but don't overflow into next anim */
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}
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turretAnim.PlayFetchIndex("turret",
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() => self.traits.Get<Turreted>().turretFacing / 8);
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if (self.unitInfo.MuzzleFlash)
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{
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var attack = self.traits.WithInterface<AttackBase>().First();
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muzzleFlash = new Animation(self.unitInfo.Name);
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muzzleFlash.PlayFetchIndex("muzzle",
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() => (Util.QuantizeFacing(self.traits.Get<Turreted>().turretFacing,8)) * 6 + (int)(attack.primaryRecoil * 5.9f));
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/* hack: recoil can be 1.0f, but don't overflow into next anim */
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}
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else
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turretAnim.PlayRepeating("turret"); /* not really a turret; it's a spinner */
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turretAnim.PlayFetchIndex("turret",
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() => self.traits.Get<Turreted>().turretFacing / 8);
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}
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public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
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