Make Contrail conditional and public
Also moved it to 'Render' subfolder while at it.
This commit is contained in:
92
OpenRA.Mods.Common/Traits/Render/Contrail.cs
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92
OpenRA.Mods.Common/Traits/Render/Contrail.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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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.Primitives;
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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("Draw a colored contrail behind this actor when they move.")]
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public class ContrailInfo : ConditionalTraitInfo, Requires<BodyOrientationInfo>
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{
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Offset for Z sorting.")]
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public readonly int ZOffset = 0;
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[Desc("Length of the trail (in ticks).")]
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public readonly int TrailLength = 25;
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[Desc("Width of the trail.")]
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public readonly WDist TrailWidth = new WDist(64);
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[Desc("RGB color of the contrail.")]
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public readonly Color Color = Color.White;
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[Desc("Use player remap color instead of a custom color?")]
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public readonly bool UsePlayerColor = true;
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public override object Create(ActorInitializer init) { return new Contrail(init.Self, this); }
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}
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public class Contrail : ConditionalTrait<ContrailInfo>, ITick, IRender, INotifyAddedToWorld
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{
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readonly ContrailInfo info;
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readonly BodyOrientation body;
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readonly Color color;
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// This is a mutable struct, so it can't be readonly.
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ContrailRenderable trail;
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public Contrail(Actor self, ContrailInfo info)
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: base(info)
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{
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this.info = info;
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color = info.UsePlayerColor ? ContrailRenderable.ChooseColor(self) : info.Color;
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trail = new ContrailRenderable(self.World, color, info.TrailWidth, info.TrailLength, 0, info.ZOffset);
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body = self.Trait<BodyOrientation>();
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}
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void ITick.Tick(Actor self)
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{
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// We want to update the trails' position even while the trait is disabled,
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// otherwise we might get visual 'jumps' when the trait is re-enabled.
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var local = info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
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trail.Update(self.CenterPosition + body.LocalToWorld(local));
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}
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IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
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{
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if (IsTraitDisabled)
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return Enumerable.Empty<IRenderable>();
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return new IRenderable[] { trail };
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}
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IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
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{
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// Contrails don't contribute to actor bounds
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yield break;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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trail = new ContrailRenderable(self.World, color, info.TrailWidth, info.TrailLength, 0, info.ZOffset);
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}
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}
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}
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