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")] [Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary"; 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); } 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); .First(t => t.Name == info.Turret);
left = new Animation(self.World, name, () => turret.turretFacing); left = new Animation(self.World, name, () => turret.turretFacing);
left.Play("left"); left.Play(info.LeftSequence);
Add("left", new AnimationWithOffset(left, null, () => facing.Facing > 128, 0)); Add(info.LeftSequence, new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
right = new Animation(self.World, name, () => turret.turretFacing); right = new Animation(self.World, name, () => turret.turretFacing);
right.Play("right"); right.Play(info.RightSequence);
Add("right", new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0)); Add(info.RightSequence, new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
var leftWake = new Animation(self.World, name); var leftWake = new Animation(self.World, name);
leftWake.Play("wake-left"); leftWake.Play(info.WakeLeftSequence);
Add("wake-left", new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87)); Add(info.WakeLeftSequence, new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
var rightWake = new Animation(self.World, name); var rightWake = new Animation(self.World, name);
rightWake.Play("wake-right"); rightWake.Play(info.WakeRightSequence);
Add("wake-right", new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87)); Add(info.WakeRightSequence, new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
self.Trait<IBodyOrientation>().SetAutodetectedFacings(2); self.Trait<IBodyOrientation>().SetAutodetectedFacings(2);
} }
public void DamageStateChanged(Actor self, AttackInfo e) public void DamageStateChanged(Actor self, AttackInfo e)
{ {
left.ReplaceAnim(NormalizeSequence(left, e.DamageState, "left")); left.ReplaceAnim(NormalizeSequence(left, e.DamageState, left.CurrentSequence.Name));
right.ReplaceAnim(NormalizeSequence(right, e.DamageState, "right")); right.ReplaceAnim(NormalizeSequence(right, e.DamageState, right.CurrentSequence.Name));
} }
} }
} }

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@@ -1,6 +1,6 @@
#region Copyright & License Information #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 * 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 * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -17,10 +17,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc namespace OpenRA.Mods.Cnc
{ {
[Desc("Renders the cargo loaded into the unit.")]
public class WithCargoInfo : ITraitInfo, Requires<CargoInfo>, Requires<IBodyOrientationInfo> public class WithCargoInfo : ITraitInfo, Requires<CargoInfo>, Requires<IBodyOrientationInfo>
{ {
[Desc("Cargo position relative to turret or body. (forward, right, up) triples")] [Desc("Cargo position relative to turret or body. (forward, right, up) triples")]
public readonly WRange[] LocalOffset = { }; public readonly WRange[] LocalOffset = { };
[Desc("Passenger CargoType to display.")]
public readonly string[] DisplayTypes = { }; public readonly string[] DisplayTypes = { };
public object Create(ActorInitializer init) { return new WithCargo(init.self, this); } 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 namespace OpenRA.Mods.RA.Render
{ {
[Desc("Building animation to play when ProductionAirdrop is used to deliver units.")]
public class WithDeliveryAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo> public class WithDeliveryAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{ {
public readonly string ActiveSequence = "active"; public readonly string ActiveSequence = "active";

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

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@@ -13,18 +13,21 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc namespace OpenRA.Mods.Cnc
{ {
[Desc("Provides an overlay for the Tiberian Dawn hover craft.")]
public class WithRoofInfo : ITraitInfo, Requires<RenderSpritesInfo> 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 class WithRoof
{ {
public WithRoof(Actor self) public WithRoof(Actor self, WithRoofInfo info)
{ {
var rs = self.Trait<RenderSprites>(); var rs = self.Trait<RenderSprites>();
var roof = new Animation(self.World, rs.GetImage(self), () => self.Trait<IFacing>().Facing); 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)); 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.GameRules;
using OpenRA.Traits; 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> class DamagedWithoutFoundationInfo : ITraitInfo, Requires<HealthInfo>
{ {
[WeaponReference] [WeaponReference]

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

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

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

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

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@@ -16,6 +16,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render 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> public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{ {
[Desc("Sequence name to use")] [Desc("Sequence name to use")]

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

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@@ -14,15 +14,32 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render 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 class WithBuildingExplosion : INotifyKilled
{ {
WithBuildingExplosionInfo info;
public WithBuildingExplosion(WithBuildingExplosionInfo info)
{
this.info = info;
}
public void Killed(Actor self, AttackInfo e) public void Killed(Actor self, AttackInfo e)
{ {
//TODO: Make palette for this customizable as well var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
var bi = self.Info.Traits.Get<BuildingInfo>(); FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do( t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), "building", "effect"))));
} }
} }
} }

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

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

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

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

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render namespace OpenRA.Mods.RA.Render
{ {
[Desc("Renders the MuzzleSequence from the Armament trait.")]
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo> class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
{ {
[Desc("Ignore the weapon position, and always draw relative to the center of the actor")] [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 namespace OpenRA.Mods.RA.Render
{ {
[Desc("Replaces the building animation when it repairs a unit.")]
public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo> public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{ {
[Desc("Sequence name to use")] [Desc("Sequence name to use")]

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render 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> public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{ {
[Desc("Sequence name to use")] [Desc("Sequence name to use")]

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@@ -1,6 +1,6 @@
#region Copyright & License Information #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 * 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 * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render 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> class WithResourcesInfo : ITraitInfo, Requires<RenderSimpleInfo>
{ {
[Desc("Sequence name to use")] [Desc("Sequence name to use")]

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@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render namespace OpenRA.Mods.RA.Render
{ {
[Desc("Displays a helicopter rotor overlay.")]
public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo> public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{ {
[Desc("Sequence name to use when flying")] [Desc("Sequence name to use when flying")]
@@ -24,6 +25,7 @@ namespace OpenRA.Mods.RA.Render
[Desc("Position relative to body")] [Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero; 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 readonly string Id = "rotor";
public object Create(ActorInitializer init) { return new WithRotor(init.self, this); } 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 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 class WithShadow : IRenderModifier
{ {
WithShadowInfo info;
public WithShadow(WithShadowInfo info)
{
this.info = info;
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r) public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{ {
var ios = self.Trait<IOccupySpace>(); var ios = self.Trait<IOccupySpace>();
@@ -32,7 +45,7 @@ namespace OpenRA.Mods.RA.Render
// Contrails shouldn't cast shadows // Contrails shouldn't cast shadows
var shadowSprites = r.Where(s => !s.IsDecoration) 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)) .OffsetBy(new WVec(0, 0, -a.Pos.Z))
.WithZOffset(a.ZOffset + a.Pos.Z) .WithZOffset(a.ZOffset + a.Pos.Z)
.AsDecoration()); .AsDecoration());

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@@ -13,9 +13,13 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render namespace OpenRA.Mods.RA.Render
{ {
[Desc("Renders an overlay when the actor is taking heavy damage.")]
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo> 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 public class WithSmoke : INotifyDamage
@@ -23,11 +27,11 @@ namespace OpenRA.Mods.RA.Render
bool isSmoking; bool isSmoking;
Animation anim; Animation anim;
public WithSmoke(Actor self) public WithSmoke(Actor self, WithSmokeInfo info)
{ {
var rs = self.Trait<RenderSprites>(); 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)); rs.Add("smoke", new AnimationWithOffset(anim, null, () => !isSmoking));
} }

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