Add WithNukeLaunchAnimation and -Overlay traits.
This commit is contained in:
committed by
Matthias Mailänder
parent
c63620e979
commit
4526344eed
@@ -443,6 +443,8 @@
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<Compile Include="Traits\Render\WithHarvestOverlay.cs" />
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<Compile Include="Traits\Render\WithIdleOverlay.cs" />
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<Compile Include="Traits\Render\WithMuzzleOverlay.cs" />
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<Compile Include="Traits\Render\WithNukeLaunchAnimation.cs" />
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<Compile Include="Traits\Render\WithNukeLaunchOverlay.cs" />
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<Compile Include="Traits\Render\WithParachute.cs" />
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<Compile Include="Traits\Render\WithRangeCircle.cs" />
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<Compile Include="Traits\Render\WithRearmAnimation.cs" />
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54
OpenRA.Mods.Common/Traits/Render/WithNukeLaunchAnimation.cs
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54
OpenRA.Mods.Common/Traits/Render/WithNukeLaunchAnimation.cs
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@@ -0,0 +1,54 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when `NukePower` is triggered.")]
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public class WithNukeLaunchAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public override object Create(ActorInitializer init) { return new WithNukeLaunchAnimation(init.Self, this); }
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}
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public class WithNukeLaunchAnimation : ConditionalTrait<WithNukeLaunchAnimationInfo>, INotifyNuke, INotifyBuildComplete, INotifySold
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{
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithNukeLaunchAnimation(Actor self, WithNukeLaunchAnimationInfo info)
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: base(info)
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{
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyNuke.Launching(Actor self)
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{
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifySold.Sold(Actor self) { }
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}
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}
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77
OpenRA.Mods.Common/Traits/Render/WithNukeLaunchOverlay.cs
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77
OpenRA.Mods.Common/Traits/Render/WithNukeLaunchOverlay.cs
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@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Displays an overlay when `NukePower` is triggered.")]
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public class WithNukeLaunchOverlayInfo : ConditionalTraitInfo, 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 = "active";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Custom palette name")]
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[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public override object Create(ActorInitializer init) { return new WithNukeLaunchOverlay(init.Self, this); }
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}
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public class WithNukeLaunchOverlay : ConditionalTrait<WithNukeLaunchOverlayInfo>, INotifyBuildComplete, INotifySold, INotifyNuke
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{
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readonly Animation overlay;
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bool buildComplete;
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bool visible;
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public WithNukeLaunchOverlay(Actor self, WithNukeLaunchOverlayInfo info)
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: base(info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.PlayThen(info.Sequence, () => visible = false);
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => IsTraitDisabled || !visible || !buildComplete,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifyNuke.Launching(Actor self)
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{
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visible = true;
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overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
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}
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}
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}
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@@ -72,10 +72,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Corresponds to `Type` from `FlashPaletteEffect` on the world actor.")]
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public readonly string FlashType = null;
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[SequenceReference]
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[Desc("Sequence the launching actor should play when activating this power.")]
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public readonly string ActivationSequence = "active";
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public WeaponInfo WeaponInfo { get; private set; }
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public override object Create(ActorInitializer init) { return new NukePower(init.Self, this); }
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@@ -103,11 +99,8 @@ namespace OpenRA.Mods.Common.Traits
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base.Activate(self, order, manager);
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PlayLaunchSounds();
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if (!string.IsNullOrEmpty(info.ActivationSequence))
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{
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var wsb = self.Trait<WithSpriteBody>();
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wsb.PlayCustomAnimation(self, info.ActivationSequence);
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}
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foreach (var launchpad in self.TraitsImplementing<INotifyNuke>())
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launchpad.Launching(self);
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var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
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var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
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@@ -84,6 +84,7 @@ namespace OpenRA.Mods.Common.Traits
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public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); }
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public interface INotifyRepair { void Repairing(Actor self, Actor target); }
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public interface INotifyNuke { void Launching(Actor self); }
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public interface INotifyBurstComplete { void FiredBurst(Actor self, Target target, Armament a); }
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public interface INotifyChat { bool OnChat(string from, string message); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); }
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@@ -974,6 +974,16 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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// nuke launch animation is now it's own trait
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if (engineVersion < 20170820)
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{
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if (depth == 1 && node.Key.StartsWith("NukePower"))
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{
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node.Value.Nodes.RemoveAll(n => n.Key == "ActivationSequence");
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addNodes.Add(new MiniYamlNode("WithNukeLaunchAnimation", new MiniYaml("")));
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}
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}
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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@@ -724,6 +724,7 @@ TMPL:
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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WithNukeLaunchAnimation:
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SupportPowerChargeBar:
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Power:
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Amount: -150
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@@ -1072,9 +1072,13 @@ palace:
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DisplayBeacon: True
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DisplayRadarPing: True
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CameraRange: 10c0
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ActivationSequence:
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ArrowSequence: arrow
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CircleSequence: circles
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WithNukeLaunchOverlay:
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RequiresCondition: !launchpad-damaged
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GrantConditionOnDamageState@LAUNCHPADDAMAGED:
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Condition: launchpad-damaged
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ValidDamageState: Medium, Heavy, Critical
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ProduceActorPower@fremen:
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Description: Recruit Fremen
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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:
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idle: DATA.R8
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Start: 2924
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Offset: -48,48
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active: DATA.R8
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Start: 2924
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Offset: -48,48
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make: DATA.R8
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Start: 4677
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Length: 11
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@@ -980,10 +983,10 @@ palace.harkonnen:
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damaged-idle: DATA.R8
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Start: 3085
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Offset: -48,48
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# active: DATA.R8 # TODO: overlay
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# Start: 5084
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# Length: 20
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# Offset: -48,64
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active: DATA.R8
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Start: 5084
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Length: 20
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Offset: -48,64
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damaged-active: DATA.R8
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Start: 5084
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Length: 20
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@@ -1371,6 +1374,9 @@ palace.ordos:
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idle: DATA.R8
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Start: 3244
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Offset: -48,48
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active: DATA.R8
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Start: 3244
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Offset: -48,48
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make: DATA.R8
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Start: 4677
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Length: 11
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@@ -1485,6 +1491,9 @@ palace.corrino:
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idle: DATA.R8
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Start: 3252
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Offset: -48,48
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active: DATA.R8
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Start: 3252
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Offset: -48,48
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damaged-idle: DATA.R8
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Start: 3253
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Offset: -48,48
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@@ -61,6 +61,7 @@ MSLO:
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Amount: -150
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MustBeDestroyed:
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RequiredForShortGame: false
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WithNukeLaunchAnimation:
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GAP:
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Inherits: ^ScienceBuilding
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@@ -378,6 +378,7 @@ NAMISL:
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DisplayRadarPing: True
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BeaconPoster:
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CameraRange: 10c0
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WithNukeLaunchOverlay:
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SelectionDecorations:
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VisualBounds: 75,48
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@@ -1871,10 +1871,10 @@ namisl:
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make: ntmislmk
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Length: 18
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ShadowStart: 18
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active: ntmisl_a # TODO: This is an overlay, but currently used as animation
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active: ntmisl_a
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Length: 10
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Tick: 80
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damaged-active: ntmisl_a # TODO: This is an overlay, but currently used as animation
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damaged-active: ntmisl_a
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Start: 10
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Length: 10
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Tick: 80
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