change voxel image on water terrain type for APC
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@@ -64,6 +64,7 @@
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<Compile Include="Traits\Render\WithVoxelTurret.cs" />
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<Compile Include="Traits\Render\WithVoxelWalkerBody.cs" />
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<Compile Include="Traits\Render\WithVoxelUnloadBody.cs" />
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<Compile Include="Traits\Render\WithVoxelWaterBody.cs" />
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<Compile Include="Traits\World\VoxelNormalsPalette.cs" />
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<Compile Include="Traits\World\ShroudPalette.cs" />
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<Compile Include="UtilityCommands\LegacyTilesetImporter.cs" />
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81
OpenRA.Mods.TS/Traits/Render/WithVoxelWaterBody.cs
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81
OpenRA.Mods.TS/Traits/Render/WithVoxelWaterBody.cs
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@@ -0,0 +1,81 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.TS.Traits
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{
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public class WithVoxelWaterBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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public readonly string WaterSequence = "water";
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public readonly string LandSequence = "idle";
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public object Create(ActorInitializer init) { return new WithVoxelWaterBody(init.Self, this); }
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public IEnumerable<VoxelAnimation> RenderPreviewVoxels(ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p)
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{
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var sequence = LandSequence;
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if (init.Contains<LocationInit>())
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{
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var location = init.Get<LocationInit>().Value(init.World);
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var onWater = init.World.Map.GetTerrainInfo(location).IsWater;
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sequence = onWater ? WaterSequence : LandSequence;
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}
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var voxel = VoxelProvider.GetVoxel(image, sequence);
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yield return new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(orientation, facings) },
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() => false, () => 0);
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}
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race) { return 0; }
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}
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public class WithVoxelWaterBody : IAutoSelectionSize
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{
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readonly Actor self;
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readonly int2 size;
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bool OverWater { get { return self.World.Map.GetTerrainInfo(self.Location).IsWater; } }
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public WithVoxelWaterBody(Actor self, WithVoxelWaterBodyInfo info)
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{
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this.self = self;
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var body = self.Trait<IBodyOrientation>();
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var rv = self.Trait<RenderVoxels>();
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var landVoxel = VoxelProvider.GetVoxel(rv.Image, info.LandSequence);
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rv.Add(new VoxelAnimation(landVoxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => OverWater,
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() => 0));
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// Selection size
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var rvi = self.Info.Traits.Get<RenderVoxelsInfo>();
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var s = (int)(rvi.Scale * landVoxel.Size.Aggregate(Math.Max));
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size = new int2(s, s);
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var waterVoxel = VoxelProvider.GetVoxel(rv.Image, info.WaterSequence);
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rv.Add(new VoxelAnimation(waterVoxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => !OverWater,
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() => 0));
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}
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public int2 SelectionSize(Actor self) { return size; }
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}
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}
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