splitting traits into own files
This commit is contained in:
@@ -154,332 +154,4 @@ namespace OpenRa.Game
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}
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}
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}
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namespace Traits
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{
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interface ITick
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{
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void Tick( Actor self, Game game, int dt );
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}
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interface IRender
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{
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IEnumerable<Pair<Sprite, float2>> Render( Actor self );
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}
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interface IOrder
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{
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Order Order( Actor self, Game game, int2 xy );
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}
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abstract class RenderSimple : IRender, ITick
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{
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public Animation anim;
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public RenderSimple( Actor self )
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{
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anim = new Animation( self.unitInfo.Image ?? self.unitInfo.Name );
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}
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public abstract IEnumerable<Pair<Sprite, float2>> Render( Actor self );
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public virtual void Tick( Actor self, Game game, int dt )
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{
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anim.Tick( dt );
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}
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}
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class RenderBuilding : RenderSimple
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{
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public RenderBuilding( Actor self )
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: base( self )
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{
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anim.PlayThen( "make", () => anim.PlayRepeating( "idle" ) );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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yield return Pair.New( anim.Image, 24f * (float2)self.Location );
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}
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}
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class RenderBuildingTurreted : RenderBuilding
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{
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public RenderBuildingTurreted( Actor self )
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: base( self )
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{
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anim.PlayThen( "make", () => anim.PlayFetchIndex( "idle", () => self.traits.Get<Turreted>().turretFacing ) );
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}
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}
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class RenderBuildingOre : RenderBuilding
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{
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public RenderBuildingOre(Actor self)
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: base(self)
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{
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anim.PlayThen("make", () => anim.PlayFetchIndex("idle", () => (int)(5 * self.Owner.GetSiloFullness())));
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}
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}
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class RenderWarFactory : RenderBuilding
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{
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public Animation roof;
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bool doneBuilding;
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public RenderWarFactory( Actor self )
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: base( self )
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{
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roof = new Animation( self.unitInfo.Image ?? self.unitInfo.Name );
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anim.PlayThen( "make", () =>
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{
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doneBuilding = true;
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anim.Play( "idle" );
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roof.Play( "idle-top" );
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} );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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yield return Pair.New( anim.Image, 24f * (float2)self.Location );
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if( doneBuilding )
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yield return Pair.New( roof.Image, 24f * (float2)self.Location );
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}
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public override void Tick( Actor self, Game game, int dt )
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{
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base.Tick( self, game, dt );
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roof.Tick( dt );
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}
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}
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class RenderUnit : RenderSimple
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{
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public RenderUnit( Actor self )
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: base( self )
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{
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anim.PlayFetchIndex( "idle", () => self.traits.Get<Mobile>().facing );
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}
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protected static Pair<Sprite, float2> Centered( Sprite s, float2 location )
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{
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var loc = location - 0.5f * s.size;
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return Pair.New( s, loc.Round() );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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var mobile = self.traits.Get<Mobile>();
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float fraction = ( mobile.moveFraction > 0 ) ? (float)mobile.moveFraction / mobile.moveFractionTotal : 0f;
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var centerLocation = new float2( 12, 12 ) + 24 * float2.Lerp( mobile.fromCell, mobile.toCell, fraction );
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yield return Centered( anim.Image, centerLocation );
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}
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}
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class RenderUnitTurreted : RenderUnit
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{
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public Animation turretAnim;
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public RenderUnitTurreted( Actor self )
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: base( self )
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{
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turretAnim = new Animation( self.unitInfo.Name );
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turretAnim.PlayFetchIndex( "turret", () => self.traits.Get<Turreted>().turretFacing );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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var mobile = self.traits.Get<Mobile>();
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yield return Centered( anim.Image, self.CenterLocation );
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yield return Centered( turretAnim.Image, self.CenterLocation );
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}
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public override void Tick( Actor self, Game game, int dt )
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{
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base.Tick( self, game, dt );
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turretAnim.Tick( dt );
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}
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}
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class Mobile : ITick, IOrder
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{
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public Actor self;
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public int2 fromCell, destination;
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public int2 toCell { get { return self.Location; } }
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public int moveFraction, moveFractionTotal;
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public int facing;
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public Mobile( Actor self )
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{
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this.self = self;
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fromCell = destination = self.Location;
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}
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public bool Turn( int desiredFacing )
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{
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if( facing == desiredFacing )
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return false;
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int df = ( desiredFacing - facing + 32 ) % 32;
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facing = ( facing + ( df > 16 ? 31 : 1 ) ) % 32;
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return true;
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}
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static float2[] fvecs = Util.MakeArray<float2>( 32,
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i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
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int GetFacing( float2 d )
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{
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if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
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return facing;
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int highest = -1;
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float highestDot = -1.0f;
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for( int i = 0 ; i < fvecs.Length ; i++ )
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{
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float dot = float2.Dot( fvecs[ i ], d );
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if( dot > highestDot )
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest;
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}
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void UpdateCenterLocation()
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{
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float fraction = ( moveFraction > 0 ) ? (float)moveFraction / moveFractionTotal : 0f;
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self.CenterLocation = new float2( 12, 12 ) + 24 * float2.Lerp( fromCell, toCell, fraction );
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}
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public void Tick( Actor self, Game game, int dt )
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{
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Move( self, game, dt );
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UpdateCenterLocation();
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}
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void Move( Actor self, Game game, int dt )
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{
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if( fromCell != toCell )
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{
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if( Turn( GetFacing( toCell - fromCell ) ) )
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return;
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moveFraction += dt * ( (UnitInfo.MobileInfo)self.unitInfo ).Speed;
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}
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if( moveFraction < moveFractionTotal )
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return;
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moveFraction = 0;
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moveFractionTotal = 0;
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fromCell = toCell;
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if( destination == toCell )
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return;
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List<int2> res = game.pathFinder.FindUnitPath( toCell, PathFinder.DefaultEstimator( destination ) );
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if( res.Count != 0 )
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{
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self.Location = res[ res.Count - 1 ];
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int2 dir = toCell - fromCell;
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moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 2500 : 2000;
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}
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else
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destination = toCell;
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}
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public Order Order( Actor self, Game game, int2 xy )
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{
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if( xy != toCell )
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return new MoveOrder( self, xy );
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return null;
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}
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}
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class McvDeploy : IOrder, ITick
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{
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public bool Deploying;
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public McvDeploy( Actor self )
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{
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}
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public Order Order( Actor self, Game game, int2 xy )
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{
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// TODO: check that there's enough space at the destination.
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if( xy == self.Location )
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return new DeployMcvOrder( self );
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return null;
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}
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public void Tick( Actor self, Game game, int dt )
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{
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if( !Deploying )
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return;
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if( self.traits.Get<Mobile>().Turn( 12 ) )
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return;
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game.world.AddFrameEndTask( _ =>
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{
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game.world.Remove( self );
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game.world.Add( new Actor( "fact", self.Location - new int2( 1, 1 ), self.Owner ) );
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} );
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}
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}
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class Turreted
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: ITick // temporary.
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{
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public int turretFacing = 24;
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public Turreted( Actor self )
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{
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}
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// temporary.
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public void Tick( Actor self, Game game, int dt )
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{
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turretFacing = ( turretFacing + 1 ) % 32;
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}
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}
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class Building : ITick
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{
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public Building( Actor self )
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{
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}
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bool first = true;
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public void Tick( Actor self, Game game, int dt )
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{
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if( first && self.Owner == game.LocalPlayer )
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{
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self.Owner.TechTree.Build( self.unitInfo.Name, true );
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self.CenterLocation = 24 * (float2)self.Location + 0.5f * self.SelectedSize;
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}
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first = false;
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}
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}
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class Tree : IRender
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{
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Sprite Image;
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public Tree( Sprite treeImage )
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{
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Image = treeImage;
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}
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public IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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yield return Pair.New( Image, 24 * (float2)self.Location );
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}
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}
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}
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}
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@@ -116,6 +116,19 @@
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<Compile Include="TerrainCosts.cs" />
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<Compile Include="Graphics\TerrainRenderer.cs" />
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<Compile Include="Graphics\TreeCache.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\McvDeploy.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\RenderBuilding.cs" />
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<Compile Include="Traits\RenderBuildingOre.cs" />
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<Compile Include="Traits\RenderBuildingTurreted.cs" />
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<Compile Include="Traits\RenderBuildingWarFactory.cs" />
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<Compile Include="Traits\RenderSimple.cs" />
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<Compile Include="Traits\RenderUnit.cs" />
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<Compile Include="Traits\RenderUnitTurreted.cs" />
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<Compile Include="Traits\TraitsInterfaces.cs" />
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<Compile Include="Traits\Tree.cs" />
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<Compile Include="Traits\Turreted.cs" />
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<Compile Include="UiOverlay.cs" />
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<Compile Include="UnitMissions.cs" />
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<Compile Include="Graphics\UnitSheetBuilder.cs" />
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25
OpenRa.Game/Traits/Building.cs
Normal file
25
OpenRa.Game/Traits/Building.cs
Normal file
@@ -0,0 +1,25 @@
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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 System.Text;
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namespace OpenRa.Game.Traits
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{
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class Building : ITick
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{
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public Building(Actor self)
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{
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}
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bool first = true;
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public void Tick(Actor self, Game game, int dt)
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{
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if (first && self.Owner == game.LocalPlayer)
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{
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self.Owner.TechTree.Build(self.unitInfo.Name, true);
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self.CenterLocation = 24 * (float2)self.Location + 0.5f * self.SelectedSize;
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}
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first = false;
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}
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}
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}
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40
OpenRa.Game/Traits/McvDeploy.cs
Normal file
40
OpenRa.Game/Traits/McvDeploy.cs
Normal file
@@ -0,0 +1,40 @@
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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 System.Text;
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namespace OpenRa.Game.Traits
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{
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class McvDeploy : IOrder, ITick
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{
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public bool Deploying;
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public McvDeploy(Actor self)
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{
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}
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public Order Order(Actor self, Game game, int2 xy)
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{
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// TODO: check that there's enough space at the destination.
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if (xy == self.Location)
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return new DeployMcvOrder(self);
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return null;
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}
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public void Tick(Actor self, Game game, int dt)
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{
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if (!Deploying)
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return;
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if (self.traits.Get<Mobile>().Turn(12))
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return;
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game.world.AddFrameEndTask(_ =>
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{
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game.world.Remove(self);
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game.world.Add(new Actor("fact", self.Location - new int2(1, 1), self.Owner));
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});
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}
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}
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}
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109
OpenRa.Game/Traits/Mobile.cs
Normal file
109
OpenRa.Game/Traits/Mobile.cs
Normal file
@@ -0,0 +1,109 @@
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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 System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class Mobile : ITick, IOrder
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{
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public Actor self;
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public int2 fromCell, destination;
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public int2 toCell { get { return self.Location; } }
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public int moveFraction, moveFractionTotal;
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public int facing;
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public Mobile(Actor self)
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{
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this.self = self;
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fromCell = destination = self.Location;
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}
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public bool Turn(int desiredFacing)
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{
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if (facing == desiredFacing)
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return false;
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int df = (desiredFacing - facing + 32) % 32;
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facing = (facing + (df > 16 ? 31 : 1)) % 32;
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return true;
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}
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static float2[] fvecs = Util.MakeArray<float2>(32,
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i => -float2.FromAngle(i / 16.0f * (float)Math.PI) * new float2(1f, 1.3f));
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int GetFacing(float2 d)
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{
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if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
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return facing;
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int highest = -1;
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float highestDot = -1.0f;
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for (int i = 0; i < fvecs.Length; i++)
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{
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float dot = float2.Dot(fvecs[i], d);
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if (dot > highestDot)
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest;
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}
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void UpdateCenterLocation()
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{
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float fraction = (moveFraction > 0) ? (float)moveFraction / moveFractionTotal : 0f;
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self.CenterLocation = new float2(12, 12) + 24 * float2.Lerp(fromCell, toCell, fraction);
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}
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public void Tick(Actor self, Game game, int dt)
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{
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Move(self, game, dt);
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UpdateCenterLocation();
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}
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void Move(Actor self, Game game, int dt)
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{
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if (fromCell != toCell)
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{
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if (Turn(GetFacing(toCell - fromCell)))
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return;
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moveFraction += dt * ((UnitInfo.MobileInfo)self.unitInfo).Speed;
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}
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if (moveFraction < moveFractionTotal)
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return;
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moveFraction = 0;
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moveFractionTotal = 0;
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fromCell = toCell;
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if (destination == toCell)
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return;
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List<int2> res = game.pathFinder.FindUnitPath(toCell, PathFinder.DefaultEstimator(destination));
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if (res.Count != 0)
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{
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self.Location = res[res.Count - 1];
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int2 dir = toCell - fromCell;
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moveFractionTotal = (dir.X != 0 && dir.Y != 0) ? 2500 : 2000;
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}
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else
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destination = toCell;
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||||
}
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||||
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public Order Order(Actor self, Game game, int2 xy)
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{
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||||
if (xy != toCell)
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return new MoveOrder(self, xy);
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return null;
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||||
}
|
||||
}
|
||||
}
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23
OpenRa.Game/Traits/RenderBuilding.cs
Normal file
23
OpenRa.Game/Traits/RenderBuilding.cs
Normal file
@@ -0,0 +1,23 @@
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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 System.Text;
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using IjwFramework.Types;
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||||
using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class RenderBuilding : RenderSimple
|
||||
{
|
||||
public RenderBuilding(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
anim.PlayThen("make", () => anim.PlayRepeating("idle"));
|
||||
}
|
||||
|
||||
public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
|
||||
{
|
||||
yield return Pair.New(anim.Image, 24f * (float2)self.Location);
|
||||
}
|
||||
}
|
||||
}
|
||||
17
OpenRa.Game/Traits/RenderBuildingOre.cs
Normal file
17
OpenRa.Game/Traits/RenderBuildingOre.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class RenderBuildingOre : RenderBuilding
|
||||
{
|
||||
public RenderBuildingOre(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
anim.PlayThen("make", () => anim.PlayFetchIndex("idle",
|
||||
() => (int)(5 * self.Owner.GetSiloFullness())));
|
||||
}
|
||||
}
|
||||
}
|
||||
17
OpenRa.Game/Traits/RenderBuildingTurreted.cs
Normal file
17
OpenRa.Game/Traits/RenderBuildingTurreted.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class RenderBuildingTurreted : RenderBuilding
|
||||
{
|
||||
public RenderBuildingTurreted(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
anim.PlayThen("make", () => anim.PlayFetchIndex("idle",
|
||||
() => self.traits.Get<Turreted>().turretFacing));
|
||||
}
|
||||
}
|
||||
}
|
||||
40
OpenRa.Game/Traits/RenderBuildingWarFactory.cs
Normal file
40
OpenRa.Game/Traits/RenderBuildingWarFactory.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Graphics;
|
||||
using IjwFramework.Types;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class RenderWarFactory : RenderBuilding
|
||||
{
|
||||
public Animation roof;
|
||||
bool doneBuilding;
|
||||
|
||||
public RenderWarFactory(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
roof = new Animation(self.unitInfo.Image ?? self.unitInfo.Name);
|
||||
anim.PlayThen("make", () =>
|
||||
{
|
||||
doneBuilding = true;
|
||||
anim.Play("idle");
|
||||
roof.Play("idle-top");
|
||||
});
|
||||
}
|
||||
|
||||
public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
|
||||
{
|
||||
yield return Pair.New(anim.Image, 24f * (float2)self.Location);
|
||||
if (doneBuilding)
|
||||
yield return Pair.New(roof.Image, 24f * (float2)self.Location);
|
||||
}
|
||||
|
||||
public override void Tick(Actor self, Game game, int dt)
|
||||
{
|
||||
base.Tick(self, game, dt);
|
||||
roof.Tick(dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
26
OpenRa.Game/Traits/RenderSimple.cs
Normal file
26
OpenRa.Game/Traits/RenderSimple.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Graphics;
|
||||
using IjwFramework.Types;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
abstract class RenderSimple : IRender, ITick
|
||||
{
|
||||
public Animation anim;
|
||||
|
||||
public RenderSimple(Actor self)
|
||||
{
|
||||
anim = new Animation(self.unitInfo.Image ?? self.unitInfo.Name);
|
||||
}
|
||||
|
||||
public abstract IEnumerable<Pair<Sprite, float2>> Render(Actor self);
|
||||
|
||||
public virtual void Tick(Actor self, Game game, int dt)
|
||||
{
|
||||
anim.Tick(dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
32
OpenRa.Game/Traits/RenderUnit.cs
Normal file
32
OpenRa.Game/Traits/RenderUnit.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Graphics;
|
||||
using IjwFramework.Types;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class RenderUnit : RenderSimple
|
||||
{
|
||||
public RenderUnit(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
anim.PlayFetchIndex("idle", () => self.traits.Get<Mobile>().facing);
|
||||
}
|
||||
|
||||
protected static Pair<Sprite, float2> Centered(Sprite s, float2 location)
|
||||
{
|
||||
var loc = location - 0.5f * s.size;
|
||||
return Pair.New(s, loc.Round());
|
||||
}
|
||||
|
||||
public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
|
||||
{
|
||||
var mobile = self.traits.Get<Mobile>();
|
||||
float fraction = (mobile.moveFraction > 0) ? (float)mobile.moveFraction / mobile.moveFractionTotal : 0f;
|
||||
var centerLocation = new float2(12, 12) + 24 * float2.Lerp(mobile.fromCell, mobile.toCell, fraction);
|
||||
yield return Centered(anim.Image, centerLocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
34
OpenRa.Game/Traits/RenderUnitTurreted.cs
Normal file
34
OpenRa.Game/Traits/RenderUnitTurreted.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Graphics;
|
||||
using IjwFramework.Types;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class RenderUnitTurreted : RenderUnit
|
||||
{
|
||||
public Animation turretAnim;
|
||||
|
||||
public RenderUnitTurreted(Actor self)
|
||||
: base(self)
|
||||
{
|
||||
turretAnim = new Animation(self.unitInfo.Name);
|
||||
turretAnim.PlayFetchIndex("turret", () => self.traits.Get<Turreted>().turretFacing);
|
||||
}
|
||||
|
||||
public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
|
||||
{
|
||||
var mobile = self.traits.Get<Mobile>();
|
||||
yield return Centered(anim.Image, self.CenterLocation);
|
||||
yield return Centered(turretAnim.Image, self.CenterLocation);
|
||||
}
|
||||
|
||||
public override void Tick(Actor self, Game game, int dt)
|
||||
{
|
||||
base.Tick(self, game, dt);
|
||||
turretAnim.Tick(dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
13
OpenRa.Game/Traits/TraitsInterfaces.cs
Normal file
13
OpenRa.Game/Traits/TraitsInterfaces.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Graphics;
|
||||
using IjwFramework.Types;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
interface ITick { void Tick(Actor self, Game game, int dt); }
|
||||
interface IRender { IEnumerable<Pair<Sprite, float2>> Render(Actor self); }
|
||||
interface IOrder { Order Order(Actor self, Game game, int2 xy); }
|
||||
}
|
||||
24
OpenRa.Game/Traits/Tree.cs
Normal file
24
OpenRa.Game/Traits/Tree.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Graphics;
|
||||
using IjwFramework.Types;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Tree : IRender
|
||||
{
|
||||
Sprite Image;
|
||||
|
||||
public Tree(Sprite treeImage)
|
||||
{
|
||||
Image = treeImage;
|
||||
}
|
||||
|
||||
public IEnumerable<Pair<Sprite, float2>> Render(Actor self)
|
||||
{
|
||||
yield return Pair.New(Image, 24 * (float2)self.Location);
|
||||
}
|
||||
}
|
||||
}
|
||||
22
OpenRa.Game/Traits/Turreted.cs
Normal file
22
OpenRa.Game/Traits/Turreted.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Turreted : ITick // temporary.
|
||||
{
|
||||
public int turretFacing = 24;
|
||||
|
||||
public Turreted(Actor self)
|
||||
{
|
||||
}
|
||||
|
||||
// temporary.
|
||||
public void Tick(Actor self, Game game, int dt)
|
||||
{
|
||||
turretFacing = (turretFacing + 1) % 32;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user