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:
@@ -364,6 +364,7 @@
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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\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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<Compile Include="Traits\Render\LeavesTrails.cs" />
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<Compile Include="Traits\Render\RenderBuilding.cs" />
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@@ -405,6 +406,7 @@
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<Compile Include="Traits\Render\WithSmoke.cs" />
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<Compile Include="Traits\Render\WithSpriteBody.cs" />
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<Compile Include="Traits\Render\WithTurret.cs" />
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<Compile Include="Traits\Render\WithFacingSpriteBody.cs" />
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<Compile Include="Traits\Render\WithBuildingPlacedOverlay.cs" />
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<Compile Include="Traits\Render\WithProductionDoorOverlay.cs" />
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<Compile Include="Traits\Render\WithProductionOverlay.cs" />
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31
OpenRA.Mods.Common/Traits/Render/AutoSelectionSize.cs
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31
OpenRA.Mods.Common/Traits/Render/AutoSelectionSize.cs
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@@ -0,0 +1,31 @@
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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 OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class AutoSelectionSizeInfo : ITraitInfo, Requires<RenderSpritesInfo>
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{
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public object Create(ActorInitializer init) { return new AutoSelectionSize(this); }
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}
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public class AutoSelectionSize : IAutoSelectionSize
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{
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public AutoSelectionSize(AutoSelectionSizeInfo info) { }
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public int2 SelectionSize(Actor self)
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{
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var rs = self.Trait<RenderSprites>();
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return rs.AutoSelectionSize(self);
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}
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}
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}
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@@ -236,8 +236,8 @@ namespace OpenRA.Mods.Common.Traits
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return sequence;
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}
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// Required by RenderSimple
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protected int2 AutoSelectionSize(Actor self)
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// Required by RenderSimple, WithSpriteBody and WithInfantryBody
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public int2 AutoSelectionSize(Actor self)
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{
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return anims.Where(b => b.IsVisible
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&& b.Animation.Animation.CurrentSequence != null)
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46
OpenRA.Mods.Common/Traits/Render/WithFacingSpriteBody.cs
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46
OpenRA.Mods.Common/Traits/Render/WithFacingSpriteBody.cs
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@@ -0,0 +1,46 @@
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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 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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public class WithFacingSpriteBodyInfo : WithSpriteBodyInfo, Requires<IBodyOrientationInfo>, Requires<IFacingInfo>
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{
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public override object Create(ActorInitializer init) { return new WithFacingSpriteBody(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
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var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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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 race)
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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, race), Sequence).Facings;
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}
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}
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public class WithFacingSpriteBody : WithSpriteBody
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{
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public WithFacingSpriteBody(ActorInitializer init, WithFacingSpriteBodyInfo info)
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: base(init, info, RenderSprites.MakeFacingFunc(init.Self)) { }
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}
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}
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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anim = new Animation(self.World, rs.GetImage(self), RenderSimple.MakeFacingFunc(self));
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anim = new Animation(self.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
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anim.IsDecoration = true;
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anim.Play(info.Sequence);
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rs.Add(new AnimationWithOffset(anim,
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@@ -9,13 +9,16 @@
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#endregion
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using System;
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using System.Collections.Generic;
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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("Default trait for rendering sprite-based actors.")]
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class WithSpriteBodyInfo : UpgradableTraitInfo, ITraitInfo, Requires<RenderSpritesInfo>
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public class WithSpriteBodyInfo : UpgradableTraitInfo, ITraitInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo,
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Requires<RenderSpritesInfo>
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{
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[Desc("Animation to play when the actor is created.")]
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public readonly string StartSequence = null;
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@@ -23,30 +26,54 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Animation to play when the actor is idle.")]
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public readonly string Sequence = "idle";
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public object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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}
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public virtual object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody
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{
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readonly Animation body;
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readonly WithSpriteBodyInfo info;
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public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: base(info)
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public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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this.info = info;
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var anim = new Animation(init.World, image);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var rs = init.Self.Trait<RenderSprites>();
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body = new Animation(init.Self.World, rs.GetImage(init.Self));
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PlayCustomAnimation(init.Self, info.StartSequence, () => body.PlayRepeating(info.Sequence));
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rs.Add(new AnimationWithOffset(body, null, () => IsTraitDisabled));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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public void PlayCustomAnimation(Actor self, string newAnimation, Action after)
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public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
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{
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body.PlayThen(newAnimation, () =>
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return 1;
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}
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}
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public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody
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{
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public readonly Animation DefaultAnimation;
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public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: this(init, info, () => 0) { }
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protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
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: base(info)
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{
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var rs = init.Self.Trait<RenderSprites>();
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DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing);
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rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
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if (Info.StartSequence != null)
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PlayCustomAnimation(init.Self, Info.StartSequence,
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() => DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, Info.Sequence)));
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else
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DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, Info.Sequence));
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}
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public string NormalizeSequence(Actor self, string sequence)
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{
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return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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public void PlayCustomAnimation(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
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{
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body.Play(info.Sequence);
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DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence));
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if (after != null)
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after();
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});
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@@ -54,14 +81,15 @@ namespace OpenRA.Mods.Common.Traits
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public void PlayCustomAnimationRepeating(Actor self, string name)
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{
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body.PlayThen(name, () => PlayCustomAnimationRepeating(self, name));
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DefaultAnimation.PlayThen(name,
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() => PlayCustomAnimationRepeating(self, name));
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}
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public void PlayCustomAnimationBackwards(Actor self, string name, Action after)
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public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
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{
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body.PlayBackwardsThen(name, () =>
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DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
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{
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body.PlayRepeating(info.Sequence);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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if (after != null)
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after();
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});
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@@ -13,7 +13,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<IBodyOrientationInfo>
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class ThrowsParticleInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<IBodyOrientationInfo>
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{
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public readonly string Anim = null;
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
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public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
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{
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var self = init.Self;
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var rs = self.Trait<RenderSimple>();
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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// TODO: Carry orientation over from the parent instead of just facing
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@@ -1016,6 +1016,37 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20150528)
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{
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// Note (stolen from WithInfantryBody upgrade rule):
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// These rules are set up to do approximately the right thing for maps, but
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// mods need additional manual tweaks. This is the best we can do without having
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// much smarter rules parsing, because we currently can't reason about inherited traits.
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if (depth == 0)
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{
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var childKeys = new[] { "Sequence" };
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var ru = node.Value.Nodes.FirstOrDefault(n => n.Key == "RenderUnit");
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if (ru != null)
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{
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ru.Key = "WithFacingSpriteBody";
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node.Value.Nodes.Add(new MiniYamlNode("AutoSelectionSize", ""));
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var rsNodes = ru.Value.Nodes.Where(n => !childKeys.Contains(n.Key)).ToList();
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if (rsNodes.Any())
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node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", new MiniYaml("", rsNodes)));
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else
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node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", ""));
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ru.Value.Nodes.RemoveAll(n => rsNodes.Contains(n));
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}
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var rru = node.Value.Nodes.FirstOrDefault(n => n.Key == "-RenderUnit");
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if (rru != null)
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rru.Key = "-WithFacingSpriteBody";
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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