Merge pull request #5789 from Mailaender/render-trait-documentation

Documented the various overlay and animation change traits
This commit is contained in:
Paul Chote
2014-07-03 23:54:13 +12:00
25 changed files with 104 additions and 34 deletions

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@@ -19,6 +19,11 @@ namespace OpenRA.Mods.RA.Render
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
public readonly string LeftSequence = "left";
public readonly string RightSequence = "right";
public readonly string WakeLeftSequence = "wake-left";
public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new RenderGunboat(init.self, this); }
}
@@ -35,28 +40,28 @@ namespace OpenRA.Mods.RA.Render
.First(t => t.Name == info.Turret);
left = new Animation(self.World, name, () => turret.turretFacing);
left.Play("left");
Add("left", new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
left.Play(info.LeftSequence);
Add(info.LeftSequence, new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
right = new Animation(self.World, name, () => turret.turretFacing);
right.Play("right");
Add("right", new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
right.Play(info.RightSequence);
Add(info.RightSequence, new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
var leftWake = new Animation(self.World, name);
leftWake.Play("wake-left");
Add("wake-left", new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
leftWake.Play(info.WakeLeftSequence);
Add(info.WakeLeftSequence, new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
var rightWake = new Animation(self.World, name);
rightWake.Play("wake-right");
Add("wake-right", new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
rightWake.Play(info.WakeRightSequence);
Add(info.WakeRightSequence, new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
self.Trait<IBodyOrientation>().SetAutodetectedFacings(2);
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
left.ReplaceAnim(NormalizeSequence(left, e.DamageState, "left"));
right.ReplaceAnim(NormalizeSequence(right, e.DamageState, "right"));
left.ReplaceAnim(NormalizeSequence(left, e.DamageState, left.CurrentSequence.Name));
right.ReplaceAnim(NormalizeSequence(right, e.DamageState, right.CurrentSequence.Name));
}
}
}

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@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
@@ -17,10 +17,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
[Desc("Renders the cargo loaded into the unit.")]
public class WithCargoInfo : ITraitInfo, Requires<CargoInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Cargo position relative to turret or body. (forward, right, up) triples")]
public readonly WRange[] LocalOffset = { };
[Desc("Passenger CargoType to display.")]
public readonly string[] DisplayTypes = { };
public object Create(ActorInitializer init) { return new WithCargo(init.self, this); }

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@@ -12,6 +12,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Building animation to play when ProductionAirdrop is used to deliver units.")]
public class WithDeliveryAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{
public readonly string ActiveSequence = "active";

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@@ -13,8 +13,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
[Desc("Renders a flame sprite on top of the actor.")]
class WithFireInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
public readonly string StartSequence = "fire-start";
public readonly string LoopSequence = "fire-loop";
public object Create(ActorInitializer init) { return new WithFire(init.self, this); }
}
@@ -23,9 +27,9 @@ namespace OpenRA.Mods.Cnc
public WithFire(Actor self, WithFireInfo info)
{
var rs = self.Trait<RenderSprites>();
var roof = new Animation(self.World, rs.GetImage(self));
roof.PlayThen("fire-start", () => roof.PlayRepeating("fire-loop"));
rs.Add("fire", new AnimationWithOffset(roof, null, null, 1024));
var fire = new Animation(self.World, rs.GetImage(self));
fire.PlayThen(info.StartSequence, () => fire.PlayRepeating(info.LoopSequence));
rs.Add("fire", new AnimationWithOffset(fire, null, null, 1024));
}
}
}

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@@ -13,18 +13,21 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
[Desc("Provides an overlay for the Tiberian Dawn hover craft.")]
public class WithRoofInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
public object Create(ActorInitializer init) { return new WithRoof(init.self); }
public readonly string Sequence = "roof";
public object Create(ActorInitializer init) { return new WithRoof(init.self, this); }
}
public class WithRoof
{
public WithRoof(Actor self)
public WithRoof(Actor self, WithRoofInfo info)
{
var rs = self.Trait<RenderSprites>();
var roof = new Animation(self.World, rs.GetImage(self), () => self.Trait<IFacing>().Facing);
roof.Play("roof");
roof.Play(info.Sequence);
rs.Add("roof", new AnimationWithOffset(roof, null, null, 1024));
}
}

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@@ -12,8 +12,9 @@ using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
namespace OpenRA.Mods.D2k
{
[Desc("Reduces health points over time when the actor is placed on unsafe terrain.")]
class DamagedWithoutFoundationInfo : ITraitInfo, Requires<HealthInfo>
{
[WeaponReference]

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@@ -14,6 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered when the actor constructed a building.")]
public class WithBuildingPlacedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered together with the \"make\" animation.")]
public class WithCrumbleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[Desc("Sequence name to use")]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered when ProductionAirdrop is in progress.")]
public class WithDeliveryOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered when a harvester is docked.")]
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -16,6 +16,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders an animation when the Production trait of the actor is activated.",
"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -14,6 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.D2k
{
[Desc("Throws particles when the actor is destroyed that do damage on impact.")]
public class ThrowsShrapnelInfo : ITraitInfo
{
[WeaponReference]

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@@ -14,15 +14,32 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class WithBuildingExplosionInfo : TraitInfo<WithBuildingExplosion> { }
[Desc("Display explosions over the building footprint when it is destroyed.")]
class WithBuildingExplosionInfo : ITraitInfo, Requires<BuildingInfo>
{
[Desc("Explosion sequence name to use")]
public readonly string Sequence = "building";
[Desc("Custom palette name")]
public readonly string Palette = "effect";
public object Create(ActorInitializer init) { return new WithBuildingExplosion(this); }
}
class WithBuildingExplosion : INotifyKilled
{
WithBuildingExplosionInfo info;
public WithBuildingExplosion(WithBuildingExplosionInfo info)
{
this.info = info;
}
public void Killed(Actor self, AttackInfo e)
{
//TODO: Make palette for this customizable as well
var bi = self.Info.Traits.Get<BuildingInfo>();
FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do(
t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), "building", "effect"))));
var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
}
}
}

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@@ -12,6 +12,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Changes the animation when the actor constructed a building.")]
public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<RenderSimpleInfo>
{
[Desc("Sequence name to use")]

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@@ -15,9 +15,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders crates with both water and land variants.")]
class WithCrateBodyInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
public readonly string[] Images = { "crate" };
[Desc("Easteregg sequences to use in december.")]
public readonly string[] XmasImages = { };
public object Create(ActorInitializer init) { return new WithCrateBody(init.self, this); }
@@ -35,7 +38,7 @@ namespace OpenRA.Mods.RA.Render
var images = info.XmasImages.Any() && DateTime.Today.Month == 12 ? info.XmasImages : info.Images;
anim = new Animation(self.World, images.Random(Game.CosmeticRandom));
anim.Play("idle");
rs.Add("", anim);
rs.Add("crate", anim);
}
public void OnLanded()

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@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Displays an overlay whenever resources are harvested by the actor.")]
class WithHarvestAnimationInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders a decorative animation on units and buildings.")]
public class WithIdleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders the MuzzleSequence from the Armament trait.")]
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
{
[Desc("Ignore the weapon position, and always draw relative to the center of the actor")]

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@@ -14,6 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Replaces the building animation when it repairs a unit.")]
public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{
[Desc("Sequence name to use")]

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Displays an overlay when the building is being repaired by the player.")]
public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Displays the fill status of PlayerResources with an extra sprite overlay on the actor.")]
class WithResourcesInfo : ITraitInfo, Requires<RenderSimpleInfo>
{
[Desc("Sequence name to use")]

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@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Displays a helicopter rotor overlay.")]
public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use when flying")]
@@ -24,6 +25,7 @@ namespace OpenRA.Mods.RA.Render
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Change this when using this trait multiple times on the same actor.")]
public readonly string Id = "rotor";
public object Create(ActorInitializer init) { return new WithRotor(init.self, this); }

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@@ -17,10 +17,23 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class WithShadowInfo : TraitInfo<WithShadow> {}
[Desc("Clones the aircraft sprite with another palette below it.")]
class WithShadowInfo : ITraitInfo
{
public readonly string Palette = "shadow";
public object Create(ActorInitializer init) { return new WithShadow(this); }
}
class WithShadow : IRenderModifier
{
WithShadowInfo info;
public WithShadow(WithShadowInfo info)
{
this.info = info;
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
var ios = self.Trait<IOccupySpace>();
@@ -32,7 +45,7 @@ namespace OpenRA.Mods.RA.Render
// Contrails shouldn't cast shadows
var shadowSprites = r.Where(s => !s.IsDecoration)
.Select(a => a.WithPalette(wr.Palette("shadow"))
.Select(a => a.WithPalette(wr.Palette(info.Palette))
.OffsetBy(new WVec(0, 0, -a.Pos.Z))
.WithZOffset(a.ZOffset + a.Pos.Z)
.AsDecoration());

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@@ -13,9 +13,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders an overlay when the actor is taking heavy damage.")]
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
public object Create(ActorInitializer init) { return new WithSmoke(init.self); }
[Desc("Needs to define \"idle\", \"loop\" and \"end\" sub-sequences.")]
public readonly string Sequence = "smoke_m";
public object Create(ActorInitializer init) { return new WithSmoke(init.self, this); }
}
public class WithSmoke : INotifyDamage
@@ -23,11 +27,11 @@ namespace OpenRA.Mods.RA.Render
bool isSmoking;
Animation anim;
public WithSmoke(Actor self)
public WithSmoke(Actor self, WithSmokeInfo info)
{
var rs = self.Trait<RenderSprites>();
anim = new Animation(self.World, "smoke_m");
anim = new Animation(self.World, info.Sequence);
rs.Add("smoke", new AnimationWithOffset(anim, null, () => !isSmoking));
}
@@ -38,10 +42,10 @@ namespace OpenRA.Mods.RA.Render
if (e.DamageState < DamageState.Heavy) return;
isSmoking = true;
anim.PlayThen( "idle",
() => anim.PlayThen( "loop",
() => anim.PlayBackwardsThen( "end",
() => isSmoking = false ) ) );
anim.PlayThen("idle",
() => anim.PlayThen("loop",
() => anim.PlayBackwardsThen("end",
() => isSmoking = false)));
}
}
}

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders barrels for units with the Turreted trait.")]
class WithTurretInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]