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 namespace OpenRA.Mods.Common.Traits
{ {
[Desc("Renders barrels for units with the Turreted trait.")] [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"; [SequenceReference] public readonly string Sequence = "barrel";
[Desc("Armament to use for recoil")] [Desc("Armament to use for recoil.")]
public readonly string Armament = "primary"; public readonly string Armament = "primary";
[Desc("Turreted 'Barrel' key to display")] [Desc("Visual offset.")]
public readonly string Barrel = "first";
[Desc("Visual offset")]
public readonly WVec LocalOffset = WVec.Zero; 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) 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 body = init.Actor.Traits.Get<BodyOrientationInfo>();
var armament = init.Actor.Traits.WithInterface<ArmamentInfo>() var armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
.First(a => a.Name == Armament); .First(a => a.Name == Armament);
@@ -51,38 +52,43 @@ namespace OpenRA.Mods.Common.Traits
} }
} }
class WithBarrel public class WithBarrel : UpgradableTrait<WithBarrelInfo>
{ {
WithBarrelInfo info; public readonly Animation DefaultAnimation;
Actor self; readonly RenderSprites rs;
Armament armament; readonly Actor self;
Turreted turreted; readonly Armament armament;
IBodyOrientation body; readonly Turreted turreted;
Animation anim; readonly IBodyOrientation body;
public WithBarrel(Actor self, WithBarrelInfo info) public WithBarrel(Actor self, WithBarrelInfo info)
: base(info)
{ {
this.self = self; this.self = self;
this.info = info;
body = self.Trait<IBodyOrientation>(); body = self.Trait<IBodyOrientation>();
armament = self.TraitsImplementing<Armament>() armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == info.Armament); .First(a => a.Info.Name == Info.Armament);
turreted = self.TraitsImplementing<Turreted>() turreted = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == armament.Info.Turret); .First(tt => tt.Name == armament.Info.Turret);
var rs = self.Trait<RenderSprites>(); rs = self.Trait<RenderSprites>();
anim = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing); DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
anim.Play(info.Sequence); DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
rs.Add(new AnimationWithOffset( 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 // 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() 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 turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero; var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;