Account for damage state in ActorPreviews.

This commit is contained in:
Paul Chote
2015-04-03 20:50:47 +01:00
parent ef55cb6528
commit 09bad3f0ef
11 changed files with 39 additions and 10 deletions

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@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using OpenRA.Graphics; using OpenRA.Graphics;
using OpenRA.Primitives; using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Graphics namespace OpenRA.Mods.Common.Graphics
{ {
@@ -41,5 +42,32 @@ namespace OpenRA.Mods.Common.Graphics
public T Get<T>() where T : IActorInit { return dict.Get<T>(); } public T Get<T>() where T : IActorInit { return dict.Get<T>(); }
public U Get<T, U>() where T : IActorInit<U> { return dict.Get<T>().Value(World); } public U Get<T, U>() where T : IActorInit<U> { return dict.Get<T>().Value(World); }
public bool Contains<T>() where T : IActorInit { return dict.Contains<T>(); } public bool Contains<T>() where T : IActorInit { return dict.Contains<T>(); }
public DamageState GetDamageState()
{
var health = dict.GetOrDefault<HealthInit>();
if (health == null)
return DamageState.Undamaged;
var hf = health.Value(null);
if (hf <= 0)
return DamageState.Dead;
if (hf < 0.25f)
return DamageState.Critical;
if (hf < 0.5f)
return DamageState.Heavy;
if (hf < 0.75f)
return DamageState.Medium;
if (hf < 1.0f)
return DamageState.Light;
return DamageState.Undamaged;
}
} }
} }

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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
{ {
// Show a static frame instead of animating all of the fullness states // Show a static frame instead of animating all of the fullness states
var anim = new Animation(init.World, image, () => 0); var anim = new Animation(init.World, image, () => 0);
anim.PlayFetchIndex(Sequence, () => 0); anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale); yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
} }

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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
// Show the correct turret facing // Show the correct turret facing
var anim = new Animation(init.World, image, () => t.InitialFacing); var anim = new Animation(init.World, image, () => t.InitialFacing);
anim.PlayRepeating(Sequence); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale); yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
} }

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
{ {
// Show a static frame instead of animating all of the wall states // Show a static frame instead of animating all of the wall states
var anim = new Animation(init.World, image, () => 0); var anim = new Animation(init.World, image, () => 0);
anim.PlayFetchIndex(Sequence, () => 0); anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale); yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
} }

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@@ -28,7 +28,8 @@ namespace OpenRA.Mods.Common.Traits
var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0; var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
var anim = new Animation(init.World, image, () => facing); var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(Sequence); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale); yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
} }

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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
.First(tt => tt.Turret == armament.Turret); .First(tt => tt.Turret == armament.Turret);
var anim = new Animation(init.World, image, () => t.InitialFacing); var anim = new Animation(init.World, image, () => t.InitialFacing);
anim.Play(Sequence); anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings); var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation)); var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));

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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.Common.Traits
var body = init.Actor.Traits.Get<BodyOrientationInfo>(); var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0; var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing); var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(Sequence); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings); var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation)); var offset = body.LocalToWorld(Offset.Rotate(orientation));

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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing(); facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing();
var anim = new Animation(init.World, image, () => facing); var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(StandSequences.First()); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale); yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
} }

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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.TS.Traits
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{ {
var anim = new Animation(init.World, image, () => 0); var anim = new Animation(init.World, image, () => 0);
anim.PlayFetchIndex(Sequence, () => 0); anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
var bi = init.Actor.Traits.Get<BuildingInfo>(); var bi = init.Actor.Traits.Get<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell

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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
var body = init.Actor.Traits.Get<BodyOrientationInfo>(); var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0; var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing); var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(Sequence); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings); var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation)); var offset = body.LocalToWorld(Offset.Rotate(orientation));

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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Traits
var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing; var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
var anim = new Animation(init.World, image, () => turretFacing); var anim = new Animation(init.World, image, () => turretFacing);
anim.Play(Sequence); anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings); var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(bodyFacing)), facings);
var offset = body.LocalToWorld(t.Offset.Rotate(orientation)); var offset = body.LocalToWorld(t.Offset.Rotate(orientation));