Weapons are now defined with the Armament trait and turret parameters live in Turreted. This has the side effect of allowing any number and distribution of weapons and turrets.
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderBuildingTurretedInfo : RenderBuildingInfo, Requires<TurretedInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderBuildingTurreted( init, this ); }
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}
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class RenderBuildingTurreted : RenderBuilding
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{
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public RenderBuildingTurreted( ActorInitializer init, RenderBuildingInfo info )
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: base(init, info, MakeTurretFacingFunc(init.self)) { }
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static Func<int> 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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}
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}
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}
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