Refactored IQuantizeBodyOrientation implementation
Moved BodyOrientation and related interfaces from Game to Mods.Common. Introduced QuantizeFacingsFromSequence trait. With*Body render traits no longer implement IQuantizeBodyOrientation themselves.
This commit is contained in:
@@ -191,7 +191,6 @@
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<Compile Include="Graphics\VoxelRenderer.cs" />
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<Compile Include="Graphics\VoxelLoader.cs" />
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<Compile Include="Graphics\VoxelProvider.cs" />
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<Compile Include="Traits\BodyOrientation.cs" />
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<Compile Include="Graphics\VoxelAnimation.cs" />
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<Compile Include="Traits\Player\FrozenActorLayer.cs" />
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<Compile Include="Graphics\Theater.cs" />
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@@ -308,22 +308,6 @@ namespace OpenRA.Traits
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public interface IPostRenderSelection { IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr); }
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public interface IBodyOrientation
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{
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WAngle CameraPitch { get; }
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int QuantizedFacings { get; }
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(Actor self, WRot orientation);
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}
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public interface IBodyOrientationInfo : ITraitInfo
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{
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(WRot orientation, int facings);
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}
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public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction); }
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public interface ITargetableInfo
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{
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string[] GetTargetTypes();
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@@ -27,11 +27,6 @@ namespace OpenRA.Mods.Cnc.Traits
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[SequenceReference] public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
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public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
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{
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return 2;
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}
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}
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class WithGunboatBody : WithSpriteBody, ITick
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@@ -12,6 +12,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Effects
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@@ -398,6 +398,8 @@
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<Compile Include="Traits\ProvidesRadar.cs" />
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<Compile Include="Traits\ProximityCaptor.cs" />
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<Compile Include="Traits\ProximityCapturable.cs" />
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<Compile Include="Traits\BodyOrientation.cs" />
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<Compile Include="Traits\QuantizeFacingsFromSequence.cs" />
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<Compile Include="Traits\RadarColorFromTerrain.cs" />
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<Compile Include="Traits\Render\AutoSelectionSize.cs" />
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<Compile Include="Traits\Render\Hovers.cs" />
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@@ -9,8 +9,11 @@
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Traits
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namespace OpenRA.Mods.Common.Traits
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{
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public class BodyOrientationInfo : ITraitInfo, IBodyOrientationInfo
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{
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@@ -70,8 +73,12 @@ namespace OpenRA.Traits
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return info.QuantizedFacings;
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var qboi = self.Info.Traits.GetOrDefault<IQuantizeBodyOrientationInfo>();
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if (qboi == null)
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throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a quantized body orientation.");
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var isb = self.HasTrait<ISpriteBody>();
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// If a sprite actor has neither custom QuantizedFacings nor a trait implementing IQuantizeBodyOrientationInfo, throw
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if (qboi == null && isb)
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throw new InvalidOperationException("Actor" + self.Info.Name + "has a sprite body but no facing quantization."
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+ " Either add the QuantizeFacingsFromSequence trait or set custom QuantizedFacings on BodyOrientation.");
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return qboi.QuantizedBodyFacings(self.Info, self.World.Map.SequenceProvider, faction);
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});
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43
OpenRA.Mods.Common/Traits/QuantizeFacingsFromSequence.cs
Normal file
43
OpenRA.Mods.Common/Traits/QuantizeFacingsFromSequence.cs
Normal file
@@ -0,0 +1,43 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Derive facings from sprite body sequence.")]
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public class QuantizeFacingsFromSequenceInfo : UpgradableTraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Defines sequence to derive facings from."), SequenceReference]
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public readonly string Sequence = "idle";
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
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{
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if (string.IsNullOrEmpty(Sequence))
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throw new InvalidOperationException("Actor " + ai.Name + " is missing sequence to quantize facings from.");
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var rsi = ai.Traits.Get<RenderSpritesInfo>();
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return sequenceProvider.GetSequence(rsi.GetImage(ai, sequenceProvider, race), Sequence).Facings;
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}
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public override object Create(ActorInitializer init) { return new QuantizeFacingsFromSequence(this); }
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}
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public class QuantizeFacingsFromSequence : UpgradableTrait<QuantizeFacingsFromSequenceInfo>
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{
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public QuantizeFacingsFromSequence(QuantizeFacingsFromSequenceInfo info)
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: base(info) { }
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}
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}
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@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Basic render trait for immobile actors. Deprecated, use RenderSprites + WithSpriteBody instead.")]
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public class RenderSimpleInfo : RenderSpritesInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
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public class RenderSimpleInfo : RenderSpritesInfo, IRenderActorPreviewSpritesInfo, Requires<IBodyOrientationInfo>
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{
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[SequenceReference] public readonly string Sequence = "idle";
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@@ -33,11 +33,6 @@ namespace OpenRA.Mods.Common.Traits
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
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{
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return sequenceProvider.GetSequence(GetImage(ai, sequenceProvider, faction), Sequence).Facings;
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}
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}
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public class RenderSimple : RenderSprites, IAutoSelectionSize
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Renders crates with both water and land variants.")]
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class WithCrateBodyInfo : ITraitInfo, Requires<RenderSpritesInfo>, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo
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class WithCrateBodyInfo : ITraitInfo, Requires<RenderSpritesInfo>, IRenderActorPreviewSpritesInfo
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{
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[Desc("Easteregg sequences to use in december.")]
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public readonly string[] XmasImages = { };
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@@ -35,8 +35,6 @@ namespace OpenRA.Mods.Common.Traits
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), IdleSequence));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 1; }
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}
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class WithCrateBody : INotifyParachuteLanded
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@@ -30,12 +30,6 @@ namespace OpenRA.Mods.Common.Traits
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
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{
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var rsi = ai.Traits.Get<RenderSpritesInfo>();
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return sequenceProvider.GetSequence(rsi.GetImage(ai, sequenceProvider, faction), Sequence).Facings;
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}
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}
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public class WithFacingSpriteBody : WithSpriteBody
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@@ -16,8 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class WithInfantryBodyInfo : UpgradableTraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo,
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Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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public class WithInfantryBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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@@ -40,12 +39,6 @@ namespace OpenRA.Mods.Common.Traits
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
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{
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var rsi = ai.Traits.Get<RenderSpritesInfo>();
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return sequenceProvider.GetSequence(rsi.GetImage(ai, sequenceProvider, faction), StandSequences.First()).Facings;
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}
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}
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public class WithInfantryBody : UpgradableTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle, INotifyCreated
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@@ -17,8 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Default trait for rendering sprite-based actors.")]
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public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo,
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Requires<RenderSpritesInfo>
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public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Animation to play when the actor is created.")]
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[SequenceReference] public readonly string StartSequence = null;
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@@ -35,11 +34,6 @@ namespace OpenRA.Mods.Common.Traits
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction)
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{
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return 1;
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}
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}
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public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody, INotifyDamageStateChanged
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Also returns a default selection size that is calculated automatically from the voxel dimensions.")]
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public class WithVoxelBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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public class WithVoxelBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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public readonly string Sequence = "idle";
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@@ -33,8 +33,6 @@ namespace OpenRA.Mods.Common.Traits
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() => bodyOrientation,
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() => false, () => 0);
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}
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
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}
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public class WithVoxelBody : IAutoSelectionSize
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@@ -25,6 +25,25 @@ namespace OpenRA.Mods.Common.Traits
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void PlayCustomAnimationBackwards(Actor self, string name, Action after);
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}
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public interface IBodyOrientation
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{
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WAngle CameraPitch { get; }
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int QuantizedFacings { get; }
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(Actor self, WRot orientation);
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}
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public interface IBodyOrientationInfo : ITraitInfo
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{
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WVec LocalToWorld(WVec vec);
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WRot QuantizeOrientation(WRot orientation, int facings);
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}
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public interface IQuantizeBodyOrientationInfo : ITraitInfo
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{
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int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race);
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}
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public interface INotifyResourceClaimLost
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{
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void OnNotifyResourceClaimLost(Actor self, ResourceClaim claim, Actor claimer);
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.TS.Traits
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{
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public class WithVoxelUnloadBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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public class WithVoxelUnloadBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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[Desc("Voxel sequence name to use when docked to a refinery.")]
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public readonly string UnloadSequence = "unload";
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@@ -36,8 +36,6 @@ namespace OpenRA.Mods.TS.Traits
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() => new[] { body.QuantizeOrientation(orientation, facings) },
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() => false, () => 0);
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}
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
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}
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public class WithVoxelUnloadBody : IAutoSelectionSize
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@@ -16,12 +16,10 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.TS.Traits
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{
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public class WithVoxelWalkerBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
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public class WithVoxelWalkerBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>, Requires<IMoveInfo>
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{
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public readonly int TickRate = 5;
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public object Create(ActorInitializer init) { return new WithVoxelWalkerBody(init.Self, this); }
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
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}
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public class WithVoxelWalkerBody : IAutoSelectionSize, ITick
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.TS.Traits
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{
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public class WithVoxelWaterBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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public class WithVoxelWaterBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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public readonly string WaterSequence = "water";
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public readonly string LandSequence = "idle";
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@@ -41,8 +41,6 @@ namespace OpenRA.Mods.TS.Traits
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() => new[] { body.QuantizeOrientation(orientation, facings) },
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() => false, () => 0);
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}
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction) { return 0; }
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}
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public class WithVoxelWaterBody : IAutoSelectionSize
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