Animation facing -> WAngle.
This commit is contained in:
@@ -23,7 +23,7 @@ namespace OpenRA.Graphics
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public bool IsDecoration { get; set; }
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readonly SequenceProvider sequenceProvider;
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readonly Func<int> facingFunc;
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readonly Func<WAngle> facingFunc;
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readonly Func<bool> paused;
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int frame;
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@@ -33,15 +33,15 @@ namespace OpenRA.Graphics
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Action tickFunc = () => { };
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public Animation(World world, string name)
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: this(world, name, () => 0) { }
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: this(world, name, () => WAngle.Zero) { }
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public Animation(World world, string name, Func<int> facingFunc)
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public Animation(World world, string name, Func<WAngle> facingFunc)
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: this(world, name, facingFunc, null) { }
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public Animation(World world, string name, Func<bool> paused)
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: this(world, name, () => 0, paused) { }
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: this(world, name, () => WAngle.Zero, paused) { }
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public Animation(World world, string name, Func<int> facingFunc, Func<bool> paused)
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public Animation(World world, string name, Func<WAngle> facingFunc, Func<bool> paused)
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{
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sequenceProvider = world.Map.Rules.Sequences;
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Name = name.ToLowerInvariant();
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@@ -50,7 +50,7 @@ namespace OpenRA.Graphics
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}
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public int CurrentFrame { get { return backwards ? CurrentSequence.Length - frame - 1 : frame; } }
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public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, WAngle.FromFacing(facingFunc())); } }
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public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
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public IRenderable[] Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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@@ -58,7 +58,7 @@ namespace OpenRA.Graphics
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, WAngle.FromFacing(facingFunc()));
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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}
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@@ -74,7 +74,7 @@ namespace OpenRA.Graphics
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, WAngle.FromFacing(facingFunc()));
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
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var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().FirstOrDefault();
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// Show the correct turret facing
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var facing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit>().Value(init.World) : t.InitialFacing;
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var facing = WAngle.FromFacing(init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit>().Value(init.World) : t.InitialFacing);
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
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@@ -47,11 +47,11 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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{
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readonly Turreted turreted;
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static Func<int> MakeTurretFacingFunc(Actor self)
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static Func<WAngle> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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return () => turreted.TurretFacing;
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return () => WAngle.FromFacing(turreted.TurretFacing);
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}
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public WithEmbeddedTurretSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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@@ -46,11 +46,11 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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readonly IFacing facing;
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readonly Turreted turret;
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static Func<int> MakeTurretFacingFunc(Actor self)
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static Func<WAngle> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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return () => turreted.TurretFacing;
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return () => WAngle.FromFacing(turreted.TurretFacing);
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}
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public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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public WithRoof(Actor self, WithRoofInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var roof = new Animation(self.World, rs.GetImage(self), () => self.Trait<IFacing>().Facing);
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var roof = new Animation(self.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
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roof.Play(info.Sequence);
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rs.Add(new AnimationWithOffset(roof, null, null, 1024));
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}
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Effects
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this.visibleThroughFog = visibleThroughFog;
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this.delay = delay;
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pos = posFunc();
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anim = new Animation(world, image, facingFunc);
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anim = new Animation(world, image, () => WAngle.FromFacing(facingFunc()));
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}
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public void Tick(World world)
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@@ -67,20 +67,23 @@ namespace OpenRA.Mods.Common.Graphics
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return () => orientation;
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}
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public Func<int> GetFacing()
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public Func<WAngle> GetFacing()
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{
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var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
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if (facingInfo == null)
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return () => 0;
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return () => WAngle.Zero;
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// Dynamic facing takes priority
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var dynamicInit = dict.GetOrDefault<DynamicFacingInit>();
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if (dynamicInit != null)
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return dynamicInit.Value(null);
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{
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var getFacing = dynamicInit.Value(null);
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return () => WAngle.FromFacing(getFacing());
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}
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// Fall back to initial actor facing if an Init isn't available
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var facingInit = dict.GetOrDefault<FacingInit>();
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var facing = facingInit != null ? facingInit.Value(null) : facingInfo.GetInitialFacing();
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var facing = WAngle.FromFacing(facingInit != null ? facingInit.Value(null) : facingInfo.GetInitialFacing());
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return () => facing;
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}
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Projectiles
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if (!string.IsNullOrEmpty(info.Image))
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{
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anim = new Animation(world, info.Image, new Func<int>(GetEffectiveFacing));
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anim = new Animation(world, info.Image, new Func<WAngle>(GetEffectiveFacing));
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anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
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}
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@@ -176,7 +176,7 @@ namespace OpenRA.Mods.Common.Projectiles
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remainingBounces = info.BounceCount;
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}
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int GetEffectiveFacing()
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WAngle GetEffectiveFacing()
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{
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var at = (float)ticks / (length - 1);
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var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024);
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@@ -184,9 +184,11 @@ namespace OpenRA.Mods.Common.Projectiles
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var u = (facing % 128) / 128f;
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var scale = 512 * u * (1 - u);
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return (int)(facing < 128
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var effective = (int)(facing < 128
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? facing - scale * attitude
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: facing + scale * attitude);
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return WAngle.FromFacing(effective);
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}
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public void Tick(World world)
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@@ -211,7 +213,7 @@ namespace OpenRA.Mods.Common.Projectiles
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{
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var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length);
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom),
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trailPalette, facing: GetEffectiveFacing())));
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trailPalette, facing: GetEffectiveFacing().Facing)));
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smokeTicks = info.TrailInterval;
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}
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@@ -65,13 +65,14 @@ namespace OpenRA.Mods.Common.Projectiles
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this.info = info;
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this.args = args;
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pos = args.Source;
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var facing = WAngle.FromFacing(args.Facing);
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var convertedVelocity = new WVec(info.Velocity.Y, -info.Velocity.X, info.Velocity.Z);
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velocity = convertedVelocity.Rotate(WRot.FromFacing(args.Facing));
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velocity = convertedVelocity.Rotate(WRot.FromYaw(facing));
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acceleration = new WVec(info.Acceleration.Y, -info.Acceleration.X, info.Acceleration.Z);
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if (!string.IsNullOrEmpty(info.Image))
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{
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anim = new Animation(args.SourceActor.World, info.Image, () => args.Facing);
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anim = new Animation(args.SourceActor.World, info.Image, () => facing);
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if (!string.IsNullOrEmpty(info.OpenSequence))
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anim.PlayThen(info.OpenSequence, () => anim.PlayRepeating(info.Sequences.Random(args.SourceActor.World.SharedRandom)));
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@@ -203,7 +203,7 @@ namespace OpenRA.Mods.Common.Projectiles
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WDist distanceCovered;
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WDist rangeLimit;
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int renderFacing;
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WAngle renderFacing;
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[Sync]
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int hFacing;
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@@ -835,7 +835,7 @@ namespace OpenRA.Mods.Common.Projectiles
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else
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move = HomingTick(world, tarDistVec, relTarHorDist);
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renderFacing = new WVec(move.X, move.Y - move.Z, 0).Yaw.Facing;
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renderFacing = new WVec(move.X, move.Y - move.Z, 0).Yaw;
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// Move the missile
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var lastPos = pos;
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@@ -858,7 +858,7 @@ namespace OpenRA.Mods.Common.Projectiles
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if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
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{
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos - 3 * move / 2, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom),
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trailPalette, facing: renderFacing)));
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trailPalette, facing: renderFacing.Facing)));
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ticksToNextSmoke = info.TrailInterval;
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}
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@@ -161,7 +161,7 @@ namespace OpenRA.Mods.Common.Traits
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if (port == null)
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return;
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var muzzleFacing = targetYaw.Angle / 4;
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var muzzleFacing = targetYaw.Facing;
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paxFacing[a.Actor].Facing = muzzleFacing;
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paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
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@@ -172,7 +172,7 @@ namespace OpenRA.Mods.Common.Traits
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if (a.Info.MuzzleSequence != null)
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{
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// Muzzle facing is fixed once the firing starts
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var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
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var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => targetYaw);
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var sequence = a.Info.MuzzleSequence;
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if (a.Info.MuzzleSplitFacings > 0)
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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this.info = info;
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var anim = new Animation(self.World, "fire", () => 0);
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var anim = new Animation(self.World, "fire");
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anim.IsDecoration = true;
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anim.PlayRepeating(info.Anim);
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self.Trait<RenderSprites>().Add(anim);
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@@ -157,11 +157,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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readonly List<AnimationWrapper> anims = new List<AnimationWrapper>();
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string cachedImage;
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public static Func<int> MakeFacingFunc(Actor self)
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public static Func<WAngle> MakeFacingFunc(Actor self)
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{
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var facing = self.TraitOrDefault<IFacing>();
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if (facing == null) return () => 0;
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return () => facing.Facing;
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if (facing == null)
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return () => WAngle.Zero;
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return () => WAngle.FromFacing(facing.Facing);
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}
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public RenderSprites(ActorInitializer init, RenderSpritesInfo info)
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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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readonly Actor self;
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public WithBridgeSpriteBody(ActorInitializer init, WithBridgeSpriteBodyInfo info)
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: base(init, info, () => 0)
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: base(init, info)
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{
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self = init.Self;
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bridgeInfo = info;
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@@ -39,7 +39,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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readonly AttackCharges attackCharges;
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public WithChargeSpriteBody(ActorInitializer init, WithChargeSpriteBodyInfo info)
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: base(init, info, () => 0)
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: base(init, info)
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{
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attackCharges = init.Self.Trait<AttackCharges>();
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ConfigureAnimation(init.Self);
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, rs.Image, () => 0);
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var anim = new Animation(init.World, rs.Image);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), IdleSequence));
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
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}
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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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readonly BridgeLayer bridgeLayer;
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public WithDeadBridgeSpriteBody(ActorInitializer init, WithDeadBridgeSpriteBodyInfo info)
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: base(init, info, () => 0)
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: base(init, info)
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{
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bridgeInfo = info;
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bridgeLayer = init.World.WorldActor.Trait<BridgeLayer>();
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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bool renderOpen;
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public WithGateSpriteBody(ActorInitializer init, WithGateSpriteBodyInfo info)
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: base(init, info, () => 0)
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: base(init, info)
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{
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gateBodyInfo = info;
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gate = init.Self.Trait<Gate>();
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@@ -48,12 +48,15 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (Palette != null)
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p = init.WorldRenderer.Palette(Palette);
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Func<int> facing;
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Func<WAngle> facing;
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if (init.Contains<DynamicFacingInit>())
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facing = init.Get<DynamicFacingInit, Func<int>>();
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{
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var getFacing = init.Get<DynamicFacingInit, Func<int>>();
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facing = () => WAngle.FromFacing(getFacing());
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}
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else
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{
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var f = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var f = WAngle.FromFacing(init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0);
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facing = () => f;
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}
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@@ -61,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
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Func<int> zOffset = () =>
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{
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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readonly Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
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readonly Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
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readonly Func<int> getFacing;
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readonly Func<WAngle> getFacing;
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readonly Armament[] armaments;
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public WithMuzzleOverlay(Actor self, WithMuzzleOverlayInfo info)
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@@ -55,11 +55,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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// Workaround for broken ternary operators in certain versions of mono (3.10 and
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// certain versions of the 3.8 series): https://bugzilla.xamarin.com/show_bug.cgi?id=23319
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if (turreted != null)
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getFacing = () => turreted.TurretFacing;
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getFacing = () => WAngle.FromFacing(turreted.TurretFacing);
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else if (facing != null)
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getFacing = () => facing.Facing;
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getFacing = () => WAngle.FromFacing(facing.Facing);
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else
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getFacing = () => 0;
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getFacing = () => WAngle.Zero;
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var muzzleFlash = new Animation(self.World, render.GetImage(self), getFacing);
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visible.Add(barrel, false);
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@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var sequence = a.Info.MuzzleSequence;
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if (a.Info.MuzzleSplitFacings > 0)
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sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
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sequence += Util.QuantizeFacing(getFacing().Facing, a.Info.MuzzleSplitFacings).ToString();
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visible[barrel] = true;
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image, () => 0);
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var anim = new Animation(init.World, image);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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var bi = init.Actor.TraitInfo<BuildingInfo>();
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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PlayerResources playerResources;
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public WithResourceLevelSpriteBody(ActorInitializer init, WithResourceLevelSpriteBodyInfo info)
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: base(init, info, () => 0)
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: base(init, info)
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{
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this.info = info;
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playerResources = init.Self.Owner.PlayerActor.Trait<PlayerResources>();
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|
||||
@@ -46,11 +46,11 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
.First(tt => tt.Turret == armament.Turret);
|
||||
|
||||
var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, armament.Turret);
|
||||
var anim = new Animation(init.World, image, turretFacing);
|
||||
var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
|
||||
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
|
||||
|
||||
Func<int> facing = init.GetFacing();
|
||||
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
|
||||
var facing = init.GetFacing();
|
||||
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
|
||||
Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
|
||||
Func<int> zOffset = () =>
|
||||
{
|
||||
@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
.First(tt => tt.Name == armament.Info.Turret);
|
||||
|
||||
rs = self.Trait<RenderSprites>();
|
||||
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
|
||||
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(turreted.TurretFacing));
|
||||
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
|
||||
rs.Add(new AnimationWithOffset(
|
||||
DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 0)));
|
||||
|
||||
@@ -56,9 +56,9 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
readonly Animation boundsAnimation;
|
||||
|
||||
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
|
||||
: this(init, info, () => 0) { }
|
||||
: this(init, info, () => WAngle.Zero) { }
|
||||
|
||||
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
|
||||
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<WAngle> baseFacing)
|
||||
: base(info)
|
||||
{
|
||||
rs = init.Self.Trait<RenderSprites>();
|
||||
|
||||
@@ -51,11 +51,11 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
.First(tt => tt.Turret == Turret);
|
||||
|
||||
var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, Turret);
|
||||
var anim = new Animation(init.World, image, turretFacing);
|
||||
var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
|
||||
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
|
||||
|
||||
Func<int> facing = init.GetFacing();
|
||||
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
|
||||
var facing = init.GetFacing();
|
||||
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
|
||||
Func<WVec> offset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
|
||||
Func<int> zOffset = () =>
|
||||
{
|
||||
@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
arms = self.TraitsImplementing<Armament>()
|
||||
.Where(w => w.Info.Turret == info.Turret).ToArray();
|
||||
|
||||
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.TurretFacing);
|
||||
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(t.TurretFacing));
|
||||
DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
|
||||
rs.Add(new AnimationWithOffset(DefaultAnimation,
|
||||
() => TurretOffset(self),
|
||||
|
||||
@@ -72,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
}
|
||||
}
|
||||
|
||||
var anim = new Animation(init.World, image, () => 0);
|
||||
var anim = new Animation(init.World, image);
|
||||
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => adjacent);
|
||||
|
||||
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
|
||||
@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits.Render
|
||||
void IWallConnector.SetDirty() { dirty = true; }
|
||||
|
||||
public WithWallSpriteBody(ActorInitializer init, WithWallSpriteBodyInfo info)
|
||||
: base(init, info, () => 0)
|
||||
: base(init, info)
|
||||
{
|
||||
wallInfo = info;
|
||||
}
|
||||
|
||||
@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
// Facing rotation
|
||||
rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
|
||||
|
||||
var anim = new Animation(init.World, rs.GetImage(self), () => facing.Angle / 4);
|
||||
var anim = new Animation(init.World, rs.GetImage(self), () => facing);
|
||||
anim.PlayRepeating(info.Anim);
|
||||
rs.Add(new AnimationWithOffset(anim, () => pos, null));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user