RenderBuildingTurreted -> WithTurretedSpriteBody
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62
OpenRA.Mods.Common/Traits/Render/WithTurretedSpriteBody.cs
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62
OpenRA.Mods.Common/Traits/Render/WithTurretedSpriteBody.cs
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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 System.Linq;
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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("This actor has turret art with facings baked into the sprite.")]
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public class WithTurretedSpriteBodyInfo : WithSpriteBodyInfo, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
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{
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public override object Create(ActorInitializer init) { return new WithTurretedSpriteBody(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 t = init.Actor.Traits.WithInterface<TurretedInfo>().FirstOrDefault();
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var wsb = init.Actor.Traits.WithInterface<WithSpriteBodyInfo>().FirstOrDefault();
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// Show the correct turret facing
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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public class WithTurretedSpriteBody : WithSpriteBody
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{
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readonly Turreted turreted;
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static Func<int> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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return () => turreted.TurretFacing;
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}
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public WithTurretedSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: base(init, info, MakeTurretFacingFunc(init.Self))
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{
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turreted = init.Self.TraitsImplementing<Turreted>().FirstOrDefault();
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turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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}
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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base.DamageStateChanged(self, e);
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turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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}
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}
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}
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