void CtfHatActionRenderer::FillRenderableSprites( const Actor& actor, IRenderableComponent const& renderableC, RenderableSprites_t& renderableSprites ) { SpriteCollection const& Sprites = mRenderableRepo( actor.GetId() ); Sprite const& Spr = Sprites( mCtfHatId ); if( Spr.IsValid() ) { // Opt<PlayerControllerComponent> playerCC=actor.Get<IControllerComponent>(); // if (playerCC.IsValid()) // { // Opt< ::ctf::ClientData> ctfClientData(::ctf::ProgramState::Get().FindClientDataByClientId(playerCC->mControllerId)); // if (ctfClientData.IsValid()) // { Opt<ITeamComponent> teamC( actor.Get<ITeamComponent>() ); if ( teamC.IsValid() ) { SpritePhase const& Phase = Spr( ( int32_t )GetState() ); glm::vec4 col = ColorRepo::Get()( teamC->GetTeam() ); col.a = GetCloakColor( actor ).a; col = col * GetColor( actor ); renderableSprites.push_back( RenderableSprite( &actor, &renderableC, mCtfHatId, &Spr, &Phase, col ) ); } // } // // } } }
void IdleActionRenderer::FillRenderableSprites( const Actor& actor, IRenderableComponent const& renderableC, RenderableSprites_t& renderableSprites ) { if( nullptr != mSpr ) { SpritePhase const& Phase = (*mSpr)( ( int32_t )GetState() ); glm::vec4 col = GetCloakColor( actor ) * GetColor( actor ); static int32_t aid = AutoId( "body_idle" ); renderableSprites.push_back( RenderableSprite( &actor, &renderableC, aid, mSpr, &Phase, col ) ); } }
void HatActionRenderer::FillRenderableSprites( const Actor& actor, IRenderableComponent const& renderableC, RenderableSprites_t& renderableSprites ) { SpriteCollection const& Sprites = mRenderableRepo( actor.GetId() ); Sprite const& Spr = Sprites( mHatId ); if( Spr.IsValid() ) { SpritePhase const& Phase = Spr( ( int32_t )GetState() ); Opt<PlayerControllerComponent> playerCC = actor.Get<PlayerControllerComponent>(); glm::vec4 col = playerCC.IsValid() ? ColorRepo::Get()( playerCC->mControllerId ) : glm::vec4( 1, 1, 1, 1 ); col.a = GetCloakColor( actor ).a; renderableSprites.push_back( RenderableSprite( &actor, &renderableC, mHatId, &Spr, &Phase, col ) ); } }