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