Adds WithBarrel trait.

This commit is contained in:
reaperrr
2014-08-19 21:51:06 +02:00
parent eab8e2e6e2
commit 4b94d964ca
3 changed files with 104 additions and 1 deletions

View File

@@ -440,6 +440,7 @@
<Compile Include="Widgets\ColorMixerWidget.cs" />
<Compile Include="Widgets\HueSliderWidget.cs" />
<Compile Include="Render\WithTurret.cs" />
<Compile Include="Render\WithBarrel.cs" />
<Compile Include="Widgets\Logic\AssetBrowserLogic.cs" />
<Compile Include="VoxelNormalsPalette.cs" />
<Compile Include="Render\RenderVoxels.cs" />

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@@ -0,0 +1,102 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders barrels for units with the Turreted trait.")]
class WithBarrelInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "barrel";
[Desc("Armament to use for recoil")]
public readonly string Armament = "primary";
[Desc("Turreted 'Barrel' key to display")]
public readonly string Barrel = "first";
[Desc("Visual offset")]
public readonly WVec LocalOffset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithBarrel(init.self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
.First(a => a.Name == Armament);
var t = init.Actor.Traits.WithInterface<TurretedInfo>()
.First(tt => tt.Turret == armament.Turret);
var anim = new Animation(init.World, image, () => t.InitialFacing);
anim.Play(Sequence);
var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));
yield return new SpriteActorPreview(anim, turretOffset, turretOffset.Y + turretOffset.Z, p, rs.Scale);
}
}
class WithBarrel
{
WithBarrelInfo info;
Actor self;
Armament armament;
Turreted turreted;
IBodyOrientation body;
Animation anim;
public WithBarrel(Actor self, WithBarrelInfo info)
{
this.self = self;
this.info = info;
body = self.Trait<IBodyOrientation>();
armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == info.Armament);
turreted = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == armament.Info.Turret);
var rs = self.Trait<RenderSprites>();
anim = new Animation(self.World, rs.GetImage(self), () => turreted.turretFacing);
anim.Play(info.Sequence);
rs.Add("barrel_{0}".F(info.Barrel), new AnimationWithOffset(
anim, () => BarrelOffset(), null, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 0)));
// Restrict turret facings to match the sprite
turreted.QuantizedFacings = anim.CurrentSequence.Facings;
}
WVec BarrelOffset()
{
var localOffset = info.LocalOffset + new WVec(-armament.Recoil, WRange.Zero, WRange.Zero);
var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
}
IEnumerable<WRot> BarrelRotation()
{
var b = self.Orientation;
var qb = body.QuantizeOrientation(self, b);
yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
yield return qb;
}
}
}

View File

@@ -16,7 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders barrels for units with the Turreted trait.")]
[Desc("Renders turrets for units with the Turreted trait.")]
class WithTurretInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]