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Cleanum & formatting
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@ -400,7 +400,7 @@ size_t MapRendererContext::objectGroupIndex(ObjectInstanceID objectID) const
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if(obj->ID == Obj::HERO)
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(obj);
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if (movementAnimation && movementAnimation->target == objectID)
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if(movementAnimation && movementAnimation->target == objectID)
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return moveGroups[hero->moveDir];
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return idleGroups[hero->moveDir];
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}
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@ -411,7 +411,7 @@ size_t MapRendererContext::objectGroupIndex(ObjectInstanceID objectID) const
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uint8_t direction = boat->hero ? boat->hero->moveDir : boat->direction;
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if (movementAnimation && movementAnimation->target == objectID)
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if(movementAnimation && movementAnimation->target == objectID)
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return moveGroups[direction];
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return idleGroups[direction];
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}
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@ -420,13 +420,13 @@ size_t MapRendererContext::objectGroupIndex(ObjectInstanceID objectID) const
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Point MapRendererContext::objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const
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{
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if (movementAnimation && movementAnimation->target == objectID)
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if(movementAnimation && movementAnimation->target == objectID)
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{
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int3 offsetTilesFrom = movementAnimation->tileFrom - coordinates;
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int3 offsetTilesDest = movementAnimation->tileDest - coordinates;
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Point offsetPixelsFrom = Point(offsetTilesFrom) * Point(32,32);
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Point offsetPixelsDest = Point(offsetTilesDest) * Point(32,32);
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Point offsetPixelsFrom = Point(offsetTilesFrom) * Point(32, 32);
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Point offsetPixelsDest = Point(offsetTilesDest) * Point(32, 32);
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Point result = vstd::lerp(offsetPixelsFrom, offsetPixelsDest, movementAnimation->progress);
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@ -442,21 +442,21 @@ double MapRendererContext::objectTransparency(ObjectInstanceID objectID) const
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{
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const CGObjectInstance * object = getObject(objectID);
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if (object && object->ID == Obj::HERO)
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if(object && object->ID == Obj::HERO)
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
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if (hero->inTownGarrison)
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if(hero->inTownGarrison)
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return 0;
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if (hero->boat)
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if(hero->boat)
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return 0;
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}
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if (fadeOutAnimation && objectID == fadeOutAnimation->target)
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if(fadeOutAnimation && objectID == fadeOutAnimation->target)
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return 1.0 - fadeOutAnimation->progress;
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if (fadeInAnimation && objectID == fadeInAnimation->target)
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if(fadeInAnimation && objectID == fadeInAnimation->target)
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return fadeInAnimation->progress;
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return 1.0;
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@ -482,7 +482,7 @@ void MapViewController::update(uint32_t timeDelta)
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//FIXME: remove code duplication?
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if (context->movementAnimation)
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if(context->movementAnimation)
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{
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// TODO: enemyMoveTime
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double heroMoveTime = settings["adventure"]["heroMoveTime"].Float();
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@ -496,7 +496,7 @@ void MapViewController::update(uint32_t timeDelta)
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setViewCenter(positionCurr, context->movementAnimation->tileDest.z);
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if (context->movementAnimation->progress >= 1.0)
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if(context->movementAnimation->progress >= 1.0)
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{
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setViewCenter(context->movementAnimation->tileDest);
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@ -506,27 +506,27 @@ void MapViewController::update(uint32_t timeDelta)
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}
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}
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if (context->teleportAnimation)
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if(context->teleportAnimation)
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{
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context->teleportAnimation->progress += timeDelta / heroTeleportDuration;
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if (context->teleportAnimation->progress >= 1.0)
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if(context->teleportAnimation->progress >= 1.0)
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context->teleportAnimation.reset();
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}
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if (context->fadeOutAnimation)
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if(context->fadeOutAnimation)
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{
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context->fadeOutAnimation->progress += timeDelta / fadeOutDuration;
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if (context->fadeOutAnimation->progress >= 1.0)
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if(context->fadeOutAnimation->progress >= 1.0)
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{
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context->removeObject(context->getObject(context->fadeOutAnimation->target));
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context->fadeOutAnimation.reset();
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}
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}
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if (context->fadeInAnimation)
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if(context->fadeInAnimation)
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{
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context->fadeInAnimation->progress += timeDelta / fadeInDuration;
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if (context->fadeInAnimation->progress >= 1.0)
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if(context->fadeInAnimation->progress >= 1.0)
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context->fadeInAnimation.reset();
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}
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@ -560,7 +560,7 @@ void MapViewController::onObjectInstantRemove(const CGObjectInstance * obj)
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void MapViewController::onHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(!context->teleportAnimation);
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context->teleportAnimation = HeroAnimationState{ obj->id, from, dest, 0.0 };
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context->teleportAnimation = HeroAnimationState{obj->id, from, dest, 0.0};
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}
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void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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@ -568,15 +568,15 @@ void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & fro
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assert(!context->movementAnimation);
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const CGObjectInstance * movingObject = obj;
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if (obj->boat)
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if(obj->boat)
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movingObject = obj->boat;
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context->removeObject(movingObject);
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if (settings["adventure"]["heroMoveTime"].Float() > 1)
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if(settings["adventure"]["heroMoveTime"].Float() > 1)
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{
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context->addMovingObject(movingObject, from, dest);
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context->movementAnimation = HeroAnimationState{ movingObject->id, from, dest, 0.0 };
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context->movementAnimation = HeroAnimationState{movingObject->id, from, dest, 0.0};
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}
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else
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{
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