Add option to apply Rectangle HitShape to all TargetablePositions

This allows to simulate a footprint-shaped HitShape until we have a proper Polygon HitShape.
This commit is contained in:
reaperrr
2016-05-28 23:57:49 +02:00
parent 610f08f652
commit f25398c731

View File

@@ -38,6 +38,10 @@ namespace OpenRA.Mods.Common.HitShapes
"Mobile actors do NOT need this!")]
public readonly bool RotateToIsometry = false;
// This is just a temporary work-around until we have a customizable PolygonShape
[Desc("Applies shape to every TargetablePosition instead of just CenterPosition.")]
public readonly bool ApplyToAllTargetablePositions = false;
int2 quadrantSize;
int2 center;
@@ -97,6 +101,13 @@ namespace OpenRA.Mods.Common.HitShapes
var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
if (ApplyToAllTargetablePositions && targetablePositions.Any())
{
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
actorPos = positions.PositionClosestTo(pos);
}
if (pos.Z > actorPos.Z + VerticalTopOffset)
return DistanceFromEdge((pos - (actorPos + new WVec(0, 0, VerticalTopOffset))).Rotate(-orientation));
@@ -112,6 +123,20 @@ namespace OpenRA.Mods.Common.HitShapes
var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch,
new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0)));
var targetablePositions = actor.TraitsImplementing<ITargetablePositions>();
if (ApplyToAllTargetablePositions && targetablePositions.Any())
{
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
foreach (var pos in positions)
{
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
}
}
else
{
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
@@ -119,3 +144,4 @@ namespace OpenRA.Mods.Common.HitShapes
}
}
}
}