introduce collection of Turrets on AttackBase, too -- turret sharing w/ recoil works again

This commit is contained in:
Chris Forbes
2010-07-31 22:19:29 +12:00
parent 9a218f7b52
commit fa245aaa08
3 changed files with 72 additions and 45 deletions

View File

@@ -31,27 +31,24 @@ namespace OpenRA.Mods.RA.Render
var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
turretAnim.Play( "turret" );
if( attackInfo.PrimaryOffset != null )
anims.Add("turret_1", new AnimationWithOffset(
turretAnim,
() => Combat.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.GetPrimaryRecoil()),
null) { ZOffset = 1 });
if (attackInfo.SecondaryOffset != null)
anims.Add("turret_2", new AnimationWithOffset(
turretAnim,
() => Combat.GetTurretPosition(self, unit, attackInfo.SecondaryOffset, attack.GetSecondaryRecoil()),
null) { ZOffset = 1 });
if( attackInfo.MuzzleFlash )
for( var i = 0; i < attack.Turrets.Count; i++ )
{
var muzzleFlash = new Animation( GetImage(self), () => self.traits.Get<Turreted>().turretFacing );
muzzleFlash.PlayFetchIndex( "muzzle",
() => (int)(attack.GetPrimaryRecoil() * 5.9f)); /* hack: recoil can be 1.0f, but don't overflow into next anim */
anims.Add( "muzzle_flash", new AnimationWithOffset(
muzzleFlash,
() => Combat.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.GetPrimaryRecoil()),
() => attack.GetPrimaryRecoil() <= 0));
var turret = attack.Turrets[i];
anims.Add( "turret_{0}".F(i),
new AnimationWithOffset( turretAnim,
() => Combat.GetTurretPosition( self, unit, turret ),
null) { ZOffset = 1 });
if (attackInfo.MuzzleFlash)
{
var muzzleFlash = new Animation(GetImage(self), () => turreted.turretFacing);
muzzleFlash.PlayFetchIndex("muzzle",
() => (int)(turret.Recoil * 5.9f)); /* hack: dumb crap */
anims.Add("muzzle_flash_{0}".F(i),
new AnimationWithOffset(muzzleFlash,
() => Combat.GetTurretPosition(self, unit, turret),
() => turret.Recoil <= 0));
}
}
}
}