Add WithSwitchableOverlay
This commit is contained in:
192
OpenRA.Mods.Common/Traits/Render/WithSwitchableOverlay.cs
Normal file
192
OpenRA.Mods.Common/Traits/Render/WithSwitchableOverlay.cs
Normal file
@@ -0,0 +1,192 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits.Render
|
||||
{
|
||||
[Desc("Renders a decorative animation on units and buildings. Overlay switching controlled by " + nameof(PauseOnCondition) + ".")]
|
||||
public class WithSwitchableOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
|
||||
{
|
||||
[Desc("Image used for this decoration. Defaults to the actor's type.")]
|
||||
public readonly string Image = null;
|
||||
|
||||
[SequenceReference(nameof(Image), allowNullImage: true)]
|
||||
[Desc("Animation to play when the trait is enabling and disabling.")]
|
||||
public readonly string SwitchingSequence = null;
|
||||
|
||||
[SequenceReference(nameof(Image), allowNullImage: true)]
|
||||
[Desc("Animation to play when the trait is enabled")]
|
||||
public readonly string EnabledSequence = null;
|
||||
|
||||
[SequenceReference(nameof(Image), allowNullImage: true)]
|
||||
[Desc("Animation to play when the trait is disabled.")]
|
||||
public readonly string DisabledSequence = null;
|
||||
|
||||
[Desc("Position relative to body")]
|
||||
public readonly WVec Offset = WVec.Zero;
|
||||
|
||||
[PaletteReference(nameof(IsPlayerPalette))]
|
||||
[Desc("Custom palette name")]
|
||||
public readonly string Palette = null;
|
||||
|
||||
[Desc("Custom palette is a player palette BaseName")]
|
||||
public readonly bool IsPlayerPalette = false;
|
||||
|
||||
public readonly bool IsDecoration = false;
|
||||
|
||||
[Desc("How long (1 level = 1 tick) should the switching animation play?")]
|
||||
public readonly int SwitchingLevel = 20;
|
||||
|
||||
[Desc("Levels when actor is spawned.")]
|
||||
public readonly int SwitchingLevelOnSpawn = 20;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new WithSwitchableOverlay(init.Self, this); }
|
||||
|
||||
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
|
||||
{
|
||||
if (string.IsNullOrEmpty(SwitchingSequence) && string.IsNullOrEmpty(DisabledSequence) && string.IsNullOrEmpty(EnabledSequence))
|
||||
throw new YamlException($"At least one among '{nameof(EnabledSequence)}', '{nameof(DisabledSequence)}' and '{nameof(SwitchingSequence)}' cannot be null!");
|
||||
|
||||
base.RulesetLoaded(rules, ai);
|
||||
}
|
||||
|
||||
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
|
||||
{
|
||||
if (!EnabledByDefault)
|
||||
yield break;
|
||||
|
||||
if (Palette != null)
|
||||
p = init.WorldRenderer.Palette(IsPlayerPalette ? Palette + init.Get<OwnerInit>().InternalName : Palette);
|
||||
|
||||
Func<WAngle> facing;
|
||||
var dynamicfacingInit = init.GetOrDefault<DynamicFacingInit>();
|
||||
if (dynamicfacingInit != null)
|
||||
facing = dynamicfacingInit.Value;
|
||||
else
|
||||
{
|
||||
var f = init.GetValue<FacingInit, WAngle>(WAngle.Zero);
|
||||
facing = () => f;
|
||||
}
|
||||
|
||||
var anim = new Animation(init.World, Image ?? image, facing)
|
||||
{
|
||||
IsDecoration = IsDecoration
|
||||
};
|
||||
|
||||
if (!string.IsNullOrEmpty(EnabledSequence))
|
||||
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), EnabledSequence));
|
||||
else if (!string.IsNullOrEmpty(DisabledSequence))
|
||||
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), DisabledSequence));
|
||||
else if (!string.IsNullOrEmpty(SwitchingSequence))
|
||||
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), SwitchingSequence));
|
||||
|
||||
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
|
||||
WRot Orientation() => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
|
||||
WVec Offset() => body.LocalToWorld(this.Offset.Rotate(Orientation()));
|
||||
int ZOffset()
|
||||
{
|
||||
var tmpOffset = Offset();
|
||||
return tmpOffset.Y + tmpOffset.Z + 1;
|
||||
}
|
||||
|
||||
yield return new SpriteActorPreview(anim, Offset, ZOffset, p);
|
||||
}
|
||||
}
|
||||
|
||||
public class WithSwitchableOverlay : PausableConditionalTrait<WithSwitchableOverlayInfo>, ITick, INotifyDamageStateChanged
|
||||
{
|
||||
readonly Animation overlay;
|
||||
int switchingLevel;
|
||||
int chargeSpeed;
|
||||
bool hasSwitched;
|
||||
|
||||
public WithSwitchableOverlay(Actor self, WithSwitchableOverlayInfo info)
|
||||
: base(info)
|
||||
{
|
||||
switchingLevel = info.SwitchingLevelOnSpawn;
|
||||
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
var body = self.Trait<BodyOrientation>();
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
|
||||
var image = info.Image ?? rs.GetImage(self);
|
||||
overlay = new Animation(self.World, image, facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)), () => false)
|
||||
{
|
||||
IsDecoration = info.IsDecoration
|
||||
};
|
||||
|
||||
if (!string.IsNullOrEmpty(Info.EnabledSequence))
|
||||
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.EnabledSequence));
|
||||
else if (!string.IsNullOrEmpty(Info.DisabledSequence))
|
||||
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.DisabledSequence));
|
||||
else if (!string.IsNullOrEmpty(Info.SwitchingSequence))
|
||||
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.SwitchingSequence));
|
||||
|
||||
var anim = new AnimationWithOffset(overlay,
|
||||
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))),
|
||||
() => IsTraitDisabled || (Info.SwitchingSequence == null && chargeSpeed != 0) || (Info.EnabledSequence == null && switchingLevel > Info.SwitchingLevel) || (Info.DisabledSequence == null && switchingLevel < 0),
|
||||
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
|
||||
|
||||
rs.Add(anim, info.Palette, info.IsPlayerPalette);
|
||||
}
|
||||
|
||||
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
|
||||
{
|
||||
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
|
||||
}
|
||||
|
||||
protected override void TraitPaused(Actor self)
|
||||
{
|
||||
chargeSpeed = -1;
|
||||
hasSwitched = true;
|
||||
base.TraitPaused(self);
|
||||
}
|
||||
|
||||
protected override void TraitResumed(Actor self)
|
||||
{
|
||||
chargeSpeed = 1;
|
||||
hasSwitched = true;
|
||||
base.TraitResumed(self);
|
||||
}
|
||||
|
||||
void ITick.Tick(Actor self)
|
||||
{
|
||||
if (IsTraitDisabled)
|
||||
return;
|
||||
|
||||
switchingLevel += chargeSpeed;
|
||||
if (switchingLevel > Info.SwitchingLevel && chargeSpeed > 0)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(Info.EnabledSequence))
|
||||
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.EnabledSequence));
|
||||
chargeSpeed = 0;
|
||||
}
|
||||
else if (switchingLevel < 0 && chargeSpeed < 0)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(Info.DisabledSequence))
|
||||
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.DisabledSequence));
|
||||
chargeSpeed = 0;
|
||||
}
|
||||
else if (chargeSpeed != 0 && hasSwitched)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(Info.SwitchingSequence))
|
||||
overlay.PlayFetchIndex(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.SwitchingSequence),
|
||||
() => int2.Lerp(0, overlay.CurrentSequence.Length, switchingLevel, Info.SwitchingLevel + 1));
|
||||
hasSwitched = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user