Merge pull request #8838 from reaperrr/withbarrel2

Fixed WithBarrel and made it upgradable
This commit is contained in:
Matthias Mailänder
2015-08-08 16:50:42 +02:00

View File

@@ -17,24 +17,25 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders barrels for units with the Turreted trait.")]
class WithBarrelInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
public class WithBarrelInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<TurretedInfo>,
Requires<ArmamentInfo>, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
[Desc("Sequence name to use.")]
[SequenceReference] public readonly string Sequence = "barrel";
[Desc("Armament to use for recoil")]
[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")]
[Desc("Visual offset.")]
public readonly WVec LocalOffset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithBarrel(init.Self, this); }
public override object Create(ActorInitializer init) { return new WithBarrel(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (UpgradeMinEnabledLevel > 0)
yield break;
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
.First(a => a.Name == Armament);
@@ -51,38 +52,43 @@ namespace OpenRA.Mods.Common.Traits
}
}
class WithBarrel
public class WithBarrel : UpgradableTrait<WithBarrelInfo>
{
WithBarrelInfo info;
Actor self;
Armament armament;
Turreted turreted;
IBodyOrientation body;
Animation anim;
public readonly Animation DefaultAnimation;
readonly RenderSprites rs;
readonly Actor self;
readonly Armament armament;
readonly Turreted turreted;
readonly IBodyOrientation body;
public WithBarrel(Actor self, WithBarrelInfo info)
: base(info)
{
this.self = self;
this.info = info;
body = self.Trait<IBodyOrientation>();
armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == info.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 = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
rs.Add(new AnimationWithOffset(
anim, () => BarrelOffset(), null, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 0)));
DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 0)));
// Restrict turret facings to match the sprite
turreted.QuantizedFacings = anim.CurrentSequence.Facings;
turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
WVec BarrelOffset()
{
var localOffset = info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;