public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info) { var self = init.Self; var rs = self.Trait <RenderSprites>(); var body = self.Trait <BodyOrientation>(); // TODO: Carry orientation over from the parent instead of just facing var dynamicFacingInit = init.GetOrDefault <DynamicFacingInit>(); var bodyFacing = dynamicFacingInit != null?dynamicFacingInit.Value() : init.GetValue <FacingInit, WAngle>(WAngle.Zero); facing = TurretedInfo.WorldFacingFromInit(init, info, WAngle.Zero)(); // Calculate final position var throwRotation = WRot.FromYaw(new WAngle(Game.CosmeticRandom.Next(1024))); var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Length, info.MaxThrowRange.Length); initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromYaw(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; // WAngle requires positive inputs, so track the speed and direction separately var rotationSpeed = WDist.FromPDF(Game.CosmeticRandom, 2).Length *info.TurnSpeed.Angle / 1024; direction = rotationSpeed < 0 ? -1 : 1; rotation = new WAngle(Math.Abs(rotationSpeed)); var anim = new Animation(init.World, rs.GetImage(self), () => facing); anim.PlayRepeating(info.Anim); rs.Add(new AnimationWithOffset(anim, () => pos, null)); }
public Turreted(ActorInitializer init, TurretedInfo info) { this.info = info; TurretFacing = GetInitialTurretFacing(init, info.InitialFacing); }
public Turreted(ActorInitializer init, TurretedInfo info) { this.info = info; TurretFacing = TurretFacingFromInit(init, info.InitialFacing, info.Turret)(); }