Rename WithTurret, WithBarrel and WithReloadingTurret
Make them use RenderUtils.ZOffsetFromCenter.
This commit is contained in:
108
OpenRA.Mods.Common/Traits/Render/WithSpriteBarrel.cs
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108
OpenRA.Mods.Common/Traits/Render/WithSpriteBarrel.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.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("Renders barrels for units with the Turreted trait.")]
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public class WithSpriteBarrelInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<TurretedInfo>,
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Requires<ArmamentInfo>, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Sequence name to use.")]
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[SequenceReference] public readonly string Sequence = "barrel";
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[Desc("Armament to use for recoil.")]
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public readonly string Armament = "primary";
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[Desc("Visual offset.")]
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public readonly WVec LocalOffset = WVec.Zero;
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public override object Create(ActorInitializer init) { return new WithSpriteBarrel(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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if (UpgradeMinEnabledLevel > 0)
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var armament = init.Actor.TraitInfos<ArmamentInfo>()
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.First(a => a.Name == Armament);
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == armament.Turret);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));
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yield return new SpriteActorPreview(anim, turretOffset, turretOffset.Y + turretOffset.Z, p, rs.Scale);
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}
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}
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public class WithSpriteBarrel : UpgradableTrait<WithSpriteBarrelInfo>
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{
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public readonly Animation DefaultAnimation;
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readonly RenderSprites rs;
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readonly Actor self;
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readonly Armament armament;
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readonly Turreted turreted;
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readonly BodyOrientation body;
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public WithSpriteBarrel(Actor self, WithSpriteBarrelInfo info)
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: base(info)
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{
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this.self = self;
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body = self.Trait<BodyOrientation>();
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armament = self.TraitsImplementing<Armament>()
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.First(a => a.Info.Name == Info.Armament);
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == armament.Info.Turret);
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rs = self.Trait<RenderSprites>();
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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rs.Add(new AnimationWithOffset(
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DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, () => false, p => RenderUtils.ZOffsetFromCenter(self, p, 0)));
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// Restrict turret facings to match the sprite
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turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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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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WVec BarrelOffset()
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{
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var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
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var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
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}
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IEnumerable<WRot> BarrelRotation()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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}
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}
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