Пример #1
0
        public IEnumerable <VoxelAnimation> RenderPreviewVoxels(ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p)
        {
            if (UpgradeMinEnabledLevel > 0)
            {
                yield break;
            }

            var body     = init.Actor.TraitInfo <BodyOrientationInfo>();
            var armament = init.Actor.TraitInfos <ArmamentInfo>()
                           .First(a => a.Name == Armament);
            var t = init.Actor.TraitInfos <TurretedInfo>()
                    .First(tt => tt.Turret == armament.Turret);

            var voxel = VoxelProvider.GetVoxel(image, Sequence);

            var turretFacing      = Turreted.GetInitialTurretFacing(init, t.InitialFacing, t.Turret);
            var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw), facings);

            var quantizedTurret = body.QuantizeOrientation(turretOrientation, facings);
            var quantizedBody   = body.QuantizeOrientation(orientation, facings);
            var barrelOffset    = body.LocalToWorld((t.Offset + LocalOffset.Rotate(quantizedTurret)).Rotate(quantizedBody));

            yield return(new VoxelAnimation(voxel, () => barrelOffset, () => new[] { turretOrientation, orientation },
                                            () => false, () => 0));
        }
Пример #2
0
        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));
        }
Пример #3
0
        public IEnumerable <IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
        {
            if (UpgradeMinEnabledLevel > 0)
            {
                yield break;
            }

            var body = init.Actor.TraitInfo <BodyOrientationInfo>();
            var t    = init.Actor.TraitInfos <TurretedInfo>()
                       .First(tt => tt.Turret == Turret);

            var ifacing    = init.Actor.TraitInfoOrDefault <IFacingInfo>();
            var bodyFacing = ifacing != null?init.Contains <FacingInit>() ? init.Get <FacingInit, int>() : ifacing.GetInitialFacing() : 0;

            var turretFacing = Turreted.GetInitialTurretFacing(init, t.InitialFacing, Turret);

            var anim = new Animation(init.World, image, () => turretFacing);

            anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));

            var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
            var offset      = body.LocalToWorld(t.Offset.Rotate(orientation));

            yield return(new SpriteActorPreview(anim, offset, -(offset.Y + offset.Z) + 1, p, rs.Scale));
        }