Added WithFacingSpriteBody trait.

Extracted AutoSelectionSize into its own trait.

RenderUnit -> RenderSprites + WithFacingSpriteBody upgrade rule

Remove RenderSimple dependencies of ThrowsParticle
and WithHarvestAnimation.
This commit is contained in:
reaperrr
2015-05-10 04:47:41 +02:00
parent 9b52bff87d
commit 0e3a53bec7
8 changed files with 165 additions and 27 deletions

View File

@@ -9,13 +9,16 @@
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Default trait for rendering sprite-based actors.")]
class WithSpriteBodyInfo : UpgradableTraitInfo, ITraitInfo, Requires<RenderSpritesInfo>
public class WithSpriteBodyInfo : UpgradableTraitInfo, ITraitInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo,
Requires<RenderSpritesInfo>
{
[Desc("Animation to play when the actor is created.")]
public readonly string StartSequence = null;
@@ -23,30 +26,54 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Animation to play when the actor is idle.")]
public readonly string Sequence = "idle";
public object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
}
public virtual object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody
{
readonly Animation body;
readonly WithSpriteBodyInfo info;
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
: base(info)
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
this.info = info;
var anim = new Animation(init.World, image);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var rs = init.Self.Trait<RenderSprites>();
body = new Animation(init.Self.World, rs.GetImage(init.Self));
PlayCustomAnimation(init.Self, info.StartSequence, () => body.PlayRepeating(info.Sequence));
rs.Add(new AnimationWithOffset(body, null, () => IsTraitDisabled));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public void PlayCustomAnimation(Actor self, string newAnimation, Action after)
public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
body.PlayThen(newAnimation, () =>
return 1;
}
}
public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody
{
public readonly Animation DefaultAnimation;
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
: this(init, info, () => 0) { }
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
: base(info)
{
var rs = init.Self.Trait<RenderSprites>();
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing);
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
if (Info.StartSequence != null)
PlayCustomAnimation(init.Self, Info.StartSequence,
() => DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, Info.Sequence)));
else
DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, Info.Sequence));
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
public void PlayCustomAnimation(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
{
body.Play(info.Sequence);
DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence));
if (after != null)
after();
});
@@ -54,14 +81,15 @@ namespace OpenRA.Mods.Common.Traits
public void PlayCustomAnimationRepeating(Actor self, string name)
{
body.PlayThen(name, () => PlayCustomAnimationRepeating(self, name));
DefaultAnimation.PlayThen(name,
() => PlayCustomAnimationRepeating(self, name));
}
public void PlayCustomAnimationBackwards(Actor self, string name, Action after)
public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
{
body.PlayBackwardsThen(name, () =>
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
{
body.PlayRepeating(info.Sequence);
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
if (after != null)
after();
});