public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
        {
            var self = init.self;
            var rs   = self.Trait <RenderSimple>();
            var body = self.Trait <IBodyOrientation>();

            // TODO: Carry orientation over from the parent instead of just facing
            var bodyFacing = init.Contains <FacingInit>() ? init.Get <FacingInit, int>() : 0;

            facing = Turreted.GetInitialTurretFacing(init, 0);

            // Calculate final position
            var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
            var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Range, info.MaxThrowRange.Range);

            initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
            finalPos   = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation);
            angle      = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle));
            length     = (finalPos - initialPos).Length / info.Velocity;

            // Facing rotation
            rotation = WRange.FromPDF(Game.CosmeticRandom, 2).Range *info.ROT / 1024;

            var anim = new Animation(init.world, rs.GetImage(self), () => (int)facing);

            anim.PlayRepeating(info.Anim);
            rs.Add(info.Anim, new AnimationWithOffset(anim, () => pos, null));
        }
Exemple #2
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        public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
        {
            this.info = info;

            var self = init.self;
            var rs   = self.Trait <RenderSimple>();

            // TODO: Carry orientation over from the parent instead of just facing
            var bodyFacing = init.Contains <FacingInit>() ? init.Get <FacingInit, int>() : 0;

            facing = Turreted.GetInitialTurretFacing(init, 0);

            // Calculate final position
            var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
            var throwOffset   = new WVec((int)(Game.CosmeticRandom.Gauss1D(1) * info.ThrowRange.Range), 0, 0).Rotate(throwRotation);

            initialPos = pos = info.Offset.Rotate(rs.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
            finalPos   = initialPos + throwOffset;

            // Facing rotation
            rotation = Game.CosmeticRandom.Gauss1D(2) * info.ROT;

            var anim = new Animation(rs.GetImage(self), () => (int)facing);

            anim.PlayRepeating(info.Anim);
            rs.anims.Add(info.Anim, new AnimationWithOffset(anim, wr => wr.ScreenPxOffset(pos), null));
        }
Exemple #3
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 public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info)
     : base(init.self, info)
 {
     this.info            = info;
     turret               = turrets.FirstOrDefault();
     rb                   = init.self.Trait <RenderBuilding>();
     skippedMakeAnimation = init.Contains <SkipMakeAnimsInit>();
 }
        public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
        {
            var self    = init.self;
            var ifacing = self.Trait <IFacing>();
            var ru      = self.Trait <RenderUnit>();

            alt    = 0;
            facing = Turreted.GetInitialTurretFacing(init, 0);
            pos    = Combat.GetTurretPosition(self, ifacing, new Turret(info.Offset)).ToFloat2();

            v       = Game.CosmeticRandom.Gauss2D(1) * info.Spread.RelOffset();
            dfacing = Game.CosmeticRandom.Gauss1D(2) * info.ROT;
            va      = info.Speed;

            var anim = new Animation(ru.GetImage(self), () => (int)facing);

            anim.PlayRepeating(info.Anim);

            ru.anims.Add(info.AnimKey, new AnimationWithOffset(
                             anim, () => pos - new float2(0, alt), null));
        }
 public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info) : base(init.self)
 {
     Info          = info;
     buildComplete = init.Contains <SkipMakeAnimsInit>();
     turret        = turrets.FirstOrDefault();
 }
Exemple #6
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 public AttackTurreted(Actor self) : base(self)
 {
     turret = self.Trait <Turreted>();
 }