Fix height calculations in custom terrain layers.
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@@ -43,6 +43,7 @@ namespace OpenRA.Mods.Common.Traits
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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var domainIndex = world.WorldActor.Trait<DomainIndex>();
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var cellHeight = world.Map.CellHeightStep.Length;
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foreach (var tti in world.WorldActor.Info.TraitInfos<ElevatedBridgePlaceholderInfo>())
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{
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enabled = true;
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@@ -54,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
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terrainIndices[uv] = terrain;
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var pos = map.CenterOfCell(c);
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cellCenters[uv] = pos - new WVec(0, 0, pos.Z - 512 * tti.Height);
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cellCenters[uv] = pos - new WVec(0, 0, pos.Z - cellHeight * tti.Height);
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}
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var end = tti.EndCells();
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@@ -40,6 +40,7 @@ namespace OpenRA.Mods.Common.Traits
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map = self.World.Map;
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terrainIndex = self.World.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
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height = new CellLayer<int>(map);
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var cellHeight = self.World.Map.CellHeightStep.Length;
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foreach (var c in map.AllCells)
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{
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var neighbourCount = 0;
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@@ -57,7 +58,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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height[c] = info.HeightOffset.Length + neighbourHeight * 512 / neighbourCount;
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height[c] = info.HeightOffset.Length + neighbourHeight * cellHeight / neighbourCount;
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}
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}
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@@ -42,6 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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var domainIndex = world.WorldActor.Trait<DomainIndex>();
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var cellHeight = world.Map.CellHeightStep.Length;
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foreach (var tti in world.WorldActor.Info.TraitInfos<TerrainTunnelInfo>())
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{
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enabled = true;
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@@ -53,7 +54,7 @@ namespace OpenRA.Mods.Common.Traits
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terrainIndices[uv] = terrain;
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var pos = map.CenterOfCell(c);
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cellCenters[uv] = pos - new WVec(0, 0, pos.Z - 512 * tti.Height);
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cellCenters[uv] = pos - new WVec(0, 0, pos.Z - cellHeight * tti.Height);
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}
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var portal = tti.PortalCells();
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