Add extra configuration options for trails.

This commit is contained in:
Paul Chote
2015-11-28 11:08:40 +00:00
parent fb62b40848
commit f8b0674ccc

View File

@@ -15,6 +15,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum TrailType { Cell, CenterPosition }
[Desc("Renders a sprite effect when leaving a cell.")]
public class LeavesTrailsInfo : ITraitInfo
{
@@ -24,6 +26,22 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Only do so when the terrain types match with the previous cell.")]
public readonly HashSet<string> TerrainTypes = new HashSet<string>();
[Desc("Accepts values: Cell to draw the trail sprite in the center of the current cell,",
"CenterPosition to draw the trail sprite at the current position.")]
public readonly TrailType Type = TrailType.Cell;
[Desc("Display a trail while stationary.")]
public readonly bool TrailWhileStationary = false;
[Desc("Delay between trail updates when stationary.")]
public readonly int StationaryInterval = 0;
[Desc("Display a trail while moving.")]
public readonly bool TrailWhileMoving = true;
[Desc("Delay between trail updates when moving.")]
public readonly int MovingInterval = 0;
public object Create(ActorInitializer init) { return new LeavesTrails(this, init.Self); }
}
@@ -36,18 +54,30 @@ namespace OpenRA.Mods.Common.Traits
this.info = info;
}
CPos cachedLocation;
WPos cachedPosition;
int ticks;
public void Tick(Actor self)
{
if (cachedLocation != self.Location)
var isMoving = self.CenterPosition != cachedPosition;
if ((isMoving && !info.TrailWhileMoving) || (!isMoving && !info.TrailWhileStationary))
return;
var interval = isMoving ? info.MovingInterval :
info.StationaryInterval;
if (++ticks >= interval)
{
var type = self.World.Map.GetTerrainInfo(cachedLocation).Type;
var pos = self.World.Map.CenterOfCell(cachedLocation);
var cachedCell = self.World.Map.CellContaining(cachedPosition);
var type = self.World.Map.GetTerrainInfo(cachedCell).Type;
var pos = info.Type == TrailType.CenterPosition ? cachedPosition :
self.World.Map.CenterOfCell(cachedCell);
if (info.TerrainTypes.Contains(type) && !string.IsNullOrEmpty(info.Image))
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, self.World, info.Image, info.Palette)));
cachedLocation = self.Location;
cachedPosition = self.CenterPosition;
ticks = 0;
}
}
}