Add WithNukeLaunchAnimation and -Overlay traits.

This commit is contained in:
Matthias Mailänder
2017-08-26 17:45:07 +02:00
committed by Matthias Mailänder
parent c63620e979
commit 4526344eed
12 changed files with 169 additions and 16 deletions

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@@ -443,6 +443,8 @@
<Compile Include="Traits\Render\WithHarvestOverlay.cs" /> <Compile Include="Traits\Render\WithHarvestOverlay.cs" />
<Compile Include="Traits\Render\WithIdleOverlay.cs" /> <Compile Include="Traits\Render\WithIdleOverlay.cs" />
<Compile Include="Traits\Render\WithMuzzleOverlay.cs" /> <Compile Include="Traits\Render\WithMuzzleOverlay.cs" />
<Compile Include="Traits\Render\WithNukeLaunchAnimation.cs" />
<Compile Include="Traits\Render\WithNukeLaunchOverlay.cs" />
<Compile Include="Traits\Render\WithParachute.cs" /> <Compile Include="Traits\Render\WithParachute.cs" />
<Compile Include="Traits\Render\WithRangeCircle.cs" /> <Compile Include="Traits\Render\WithRangeCircle.cs" />
<Compile Include="Traits\Render\WithRearmAnimation.cs" /> <Compile Include="Traits\Render\WithRearmAnimation.cs" />

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@@ -0,0 +1,54 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Replaces the building animation when `NukePower` is triggered.")]
public class WithNukeLaunchAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
public override object Create(ActorInitializer init) { return new WithNukeLaunchAnimation(init.Self, this); }
}
public class WithNukeLaunchAnimation : ConditionalTrait<WithNukeLaunchAnimationInfo>, INotifyNuke, INotifyBuildComplete, INotifySold
{
readonly WithSpriteBody spriteBody;
bool buildComplete;
public WithNukeLaunchAnimation(Actor self, WithNukeLaunchAnimationInfo info)
: base(info)
{
spriteBody = self.TraitOrDefault<WithSpriteBody>();
}
void INotifyNuke.Launching(Actor self)
{
if (buildComplete && spriteBody != null && !IsTraitDisabled)
spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifySold.Sold(Actor self) { }
}
}

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@@ -0,0 +1,77 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Displays an overlay when `NukePower` is triggered.")]
public class WithNukeLaunchOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Custom palette name")]
[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithNukeLaunchOverlay(init.Self, this); }
}
public class WithNukeLaunchOverlay : ConditionalTrait<WithNukeLaunchOverlayInfo>, INotifyBuildComplete, INotifySold, INotifyNuke
{
readonly Animation overlay;
bool buildComplete;
bool visible;
public WithNukeLaunchOverlay(Actor self, WithNukeLaunchOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayThen(info.Sequence, () => visible = false);
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !visible || !buildComplete,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifyNuke.Launching(Actor self)
{
visible = true;
overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
}
}
}

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@@ -72,10 +72,6 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Corresponds to `Type` from `FlashPaletteEffect` on the world actor.")] [Desc("Corresponds to `Type` from `FlashPaletteEffect` on the world actor.")]
public readonly string FlashType = null; public readonly string FlashType = null;
[SequenceReference]
[Desc("Sequence the launching actor should play when activating this power.")]
public readonly string ActivationSequence = "active";
public WeaponInfo WeaponInfo { get; private set; } public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); } public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
@@ -103,11 +99,8 @@ namespace OpenRA.Mods.Common.Traits
base.Activate(self, order, manager); base.Activate(self, order, manager);
PlayLaunchSounds(); PlayLaunchSounds();
if (!string.IsNullOrEmpty(info.ActivationSequence)) foreach (var launchpad in self.TraitsImplementing<INotifyNuke>())
{ launchpad.Launching(self);
var wsb = self.Trait<WithSpriteBody>();
wsb.PlayCustomAnimation(self, info.ActivationSequence);
}
var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation); var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette; var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;

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@@ -84,6 +84,7 @@ namespace OpenRA.Mods.Common.Traits
public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); } public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); }
public interface INotifyRepair { void Repairing(Actor self, Actor target); } public interface INotifyRepair { void Repairing(Actor self, Actor target); }
public interface INotifyNuke { void Launching(Actor self); }
public interface INotifyBurstComplete { void FiredBurst(Actor self, Target target, Armament a); } public interface INotifyBurstComplete { void FiredBurst(Actor self, Target target, Armament a); }
public interface INotifyChat { bool OnChat(string from, string message); } public interface INotifyChat { bool OnChat(string from, string message); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); } public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); }

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@@ -974,6 +974,16 @@ namespace OpenRA.Mods.Common.UtilityCommands
} }
} }
// nuke launch animation is now it's own trait
if (engineVersion < 20170820)
{
if (depth == 1 && node.Key.StartsWith("NukePower"))
{
node.Value.Nodes.RemoveAll(n => n.Key == "ActivationSequence");
addNodes.Add(new MiniYamlNode("WithNukeLaunchAnimation", new MiniYaml("")));
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1); UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
} }

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@@ -724,6 +724,7 @@ TMPL:
ArrowSequence: arrow ArrowSequence: arrow
ClockSequence: clock ClockSequence: clock
CircleSequence: circles CircleSequence: circles
WithNukeLaunchAnimation:
SupportPowerChargeBar: SupportPowerChargeBar:
Power: Power:
Amount: -150 Amount: -150

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@@ -1072,9 +1072,13 @@ palace:
DisplayBeacon: True DisplayBeacon: True
DisplayRadarPing: True DisplayRadarPing: True
CameraRange: 10c0 CameraRange: 10c0
ActivationSequence:
ArrowSequence: arrow ArrowSequence: arrow
CircleSequence: circles CircleSequence: circles
WithNukeLaunchOverlay:
RequiresCondition: !launchpad-damaged
GrantConditionOnDamageState@LAUNCHPADDAMAGED:
Condition: launchpad-damaged
ValidDamageState: Medium, Heavy, Critical
ProduceActorPower@fremen: ProduceActorPower@fremen:
Description: Recruit Fremen Description: Recruit Fremen
LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility

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@@ -566,6 +566,9 @@ palace.atreides:
idle: DATA.R8 idle: DATA.R8
Start: 2924 Start: 2924
Offset: -48,48 Offset: -48,48
active: DATA.R8
Start: 2924
Offset: -48,48
make: DATA.R8 make: DATA.R8
Start: 4677 Start: 4677
Length: 11 Length: 11
@@ -980,10 +983,10 @@ palace.harkonnen:
damaged-idle: DATA.R8 damaged-idle: DATA.R8
Start: 3085 Start: 3085
Offset: -48,48 Offset: -48,48
# active: DATA.R8 # TODO: overlay active: DATA.R8
# Start: 5084 Start: 5084
# Length: 20 Length: 20
# Offset: -48,64 Offset: -48,64
damaged-active: DATA.R8 damaged-active: DATA.R8
Start: 5084 Start: 5084
Length: 20 Length: 20
@@ -1371,6 +1374,9 @@ palace.ordos:
idle: DATA.R8 idle: DATA.R8
Start: 3244 Start: 3244
Offset: -48,48 Offset: -48,48
active: DATA.R8
Start: 3244
Offset: -48,48
make: DATA.R8 make: DATA.R8
Start: 4677 Start: 4677
Length: 11 Length: 11
@@ -1485,6 +1491,9 @@ palace.corrino:
idle: DATA.R8 idle: DATA.R8
Start: 3252 Start: 3252
Offset: -48,48 Offset: -48,48
active: DATA.R8
Start: 3252
Offset: -48,48
damaged-idle: DATA.R8 damaged-idle: DATA.R8
Start: 3253 Start: 3253
Offset: -48,48 Offset: -48,48

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@@ -61,6 +61,7 @@ MSLO:
Amount: -150 Amount: -150
MustBeDestroyed: MustBeDestroyed:
RequiredForShortGame: false RequiredForShortGame: false
WithNukeLaunchAnimation:
GAP: GAP:
Inherits: ^ScienceBuilding Inherits: ^ScienceBuilding

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@@ -378,6 +378,7 @@ NAMISL:
DisplayRadarPing: True DisplayRadarPing: True
BeaconPoster: BeaconPoster:
CameraRange: 10c0 CameraRange: 10c0
WithNukeLaunchOverlay:
SelectionDecorations: SelectionDecorations:
VisualBounds: 75,48 VisualBounds: 75,48

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@@ -1871,10 +1871,10 @@ namisl:
make: ntmislmk make: ntmislmk
Length: 18 Length: 18
ShadowStart: 18 ShadowStart: 18
active: ntmisl_a # TODO: This is an overlay, but currently used as animation active: ntmisl_a
Length: 10 Length: 10
Tick: 80 Tick: 80
damaged-active: ntmisl_a # TODO: This is an overlay, but currently used as animation damaged-active: ntmisl_a
Start: 10 Start: 10
Length: 10 Length: 10
Tick: 80 Tick: 80