sequences for the rest of the buildable buildings, and fixes to make HBOX and MSLO work

- HBOX and MSLO sprites are in temperat/snow mixes with .tem/.sno extensions (and not present in interior)
This commit is contained in:
Bob
2009-10-10 19:30:19 +13:00
parent 4c9bd5c095
commit 4fa05a6d40
5 changed files with 201 additions and 72 deletions

View File

@@ -21,7 +21,8 @@ namespace OpenRa.Game
public Actor( string name, int2 location, Player owner )
{
unitInfo = Rules.UnitInfo.Get( name );
Location = location;
Location = location;
CenterLocation = new float2( 12, 12 ) + 24 * (float2)Location;
Owner = owner;
switch( name )
@@ -29,7 +30,7 @@ namespace OpenRa.Game
///// vehicles /////
case "mcv":
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.RenderUnit( this, name ) );
traits.Add( new Traits.RenderUnit( this ) );
traits.Add( new Traits.McvDeploy( this ) );
break;
case "mnly":
@@ -37,7 +38,7 @@ namespace OpenRa.Game
case "v2rl":
case "arty":
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.RenderUnit( this, name ) );
traits.Add( new Traits.RenderUnit( this ) );
break;
case "jeep":
case "1tnk":
@@ -48,11 +49,11 @@ namespace OpenRa.Game
case "mgg":
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.Turreted( this ) );
traits.Add( new Traits.RenderUnitTurreted( this, name ) );
traits.Add( new Traits.RenderUnitTurreted( this ) );
break;
case "harv":
traits.Add( new Traits.Mobile( this ) );
traits.Add( new Traits.RenderUnit( this, name ) );
traits.Add( new Traits.RenderUnit( this ) );
break;
///// TODO: infantry /////
@@ -66,7 +67,6 @@ namespace OpenRa.Game
case "mslo":
case "atek":
case "stek":
case "weap":
case "fact":
case "proc":
case "silo":
@@ -79,7 +79,8 @@ namespace OpenRa.Game
case "tent":
case "kenn":
case "fix":
//SYRD, SPEN
case "spen":
case "syrd":
//GAP
//SBAG, BRIK, FENC
//FACF, WEAF, SYRF, SPEF, DOMF
@@ -88,14 +89,18 @@ namespace OpenRa.Game
case "tsla":
case "ftur":
traits.Add( new Traits.Building( this ) );
traits.Add( new Traits.RenderBuilding( this, name ) );
break;
traits.Add( new Traits.RenderBuilding( this ) );
break;
case "weap":
traits.Add( new Traits.Building( this ) );
traits.Add( new Traits.RenderWarFactory( this ) );
break;
case "gun":
case "agun":
case "sam":
traits.Add( new Traits.Building( this ) );
traits.Add( new Traits.Turreted( this ) );
traits.Add( new Traits.RenderBuildingTurreted( this, name ) );
traits.Add( new Traits.RenderBuildingTurreted( this ) );
break;
default:
throw new NotImplementedException( "Actor traits for " + name );
@@ -112,9 +117,9 @@ namespace OpenRa.Game
{
foreach( var tick in traits.WithInterface<Traits.ITick>() )
tick.Tick( this, game, dt );
}
public float2 CenterLocation { get { return new float2( 12, 12 ) + 24 * (float2)Location; } }
}
public float2 CenterLocation;
public float2 SelectedSize { get { return Render().FirstOrDefault().First.size; } }
public IEnumerable<Pair<Sprite, float2>> Render()
@@ -152,9 +157,9 @@ namespace OpenRa.Game
{
public Animation anim;
public RenderSimple( Actor self, string unitName )
public RenderSimple( Actor self )
{
anim = new Animation( unitName );
anim = new Animation( self.unitInfo.Name );
}
public abstract IEnumerable<Pair<Sprite, float2>> Render( Actor self );
@@ -167,10 +172,10 @@ namespace OpenRa.Game
class RenderBuilding : RenderSimple
{
public RenderBuilding( Actor self, string unitName )
: base( self, unitName )
public RenderBuilding( Actor self )
: base( self )
{
anim.PlayThen( "make", () => anim.Play( "idle" ) );
anim.PlayThen( "make", () => anim.PlayRepeating( "idle" ) );
}
public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
@@ -181,19 +186,50 @@ namespace OpenRa.Game
class RenderBuildingTurreted : RenderBuilding
{
public RenderBuildingTurreted( Actor self, string unitName )
: base( self, unitName )
public RenderBuildingTurreted( Actor self )
: base( self )
{
anim.PlayThen( "make", () => anim.PlayFetchIndex( "idle", () => self.traits.Get<Turreted>().turretFacing ) );
}
}
class RenderWarFactory : RenderBuilding
{
public Animation roof;
bool doneBuilding;
public RenderWarFactory( Actor self )
: base( self )
{
roof = new Animation( self.unitInfo.Name );
anim.PlayThen( "make", () =>
{
doneBuilding = true;
anim.Play( "idle" );
roof.Play( "idle-top" );
} );
}
public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
{
yield return Pair.New( anim.Image, 24f * (float2)self.Location );
if( doneBuilding )
yield return Pair.New( roof.Image, 24f * (float2)self.Location );
}
public override void Tick( Actor self, Game game, int dt )
{
base.Tick( self, game, dt );
roof.Tick( dt );
}
}
class RenderUnit : RenderSimple
{
public RenderUnit( Actor self, string unitName )
:base( self, unitName )
{
anim.PlayFetchIndex( "idle", () => self.traits.Get<Mobile>().facing );
{
public RenderUnit( Actor self )
: base( self )
{
anim.PlayFetchIndex( "idle", () => self.traits.Get<Mobile>().facing );
}
protected static Pair<Sprite, float2> Centered( Sprite s, float2 location )
@@ -215,20 +251,18 @@ namespace OpenRa.Game
{
public Animation turretAnim;
public RenderUnitTurreted( Actor self, string unitName )
: base( self, unitName )
public RenderUnitTurreted( Actor self )
: base( self )
{
turretAnim = new Animation( unitName );
turretAnim = new Animation( self.unitInfo.Name );
turretAnim.PlayFetchIndex( "turret", () => self.traits.Get<Turreted>().turretFacing );
}
public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
{
var mobile = self.traits.Get<Mobile>();
float fraction = ( mobile.moveFraction > 0 ) ? (float)mobile.moveFraction / mobile.moveFractionTotal : 0f;
var centerLocation = new float2( 12, 12 ) + 24 * float2.Lerp( mobile.fromCell, mobile.toCell, fraction );
yield return Centered( anim.Image, centerLocation );
yield return Centered( turretAnim.Image, centerLocation );
yield return Centered( anim.Image, self.CenterLocation );
yield return Centered( turretAnim.Image, self.CenterLocation );
}
public override void Tick( Actor self, Game game, int dt )
@@ -285,9 +319,21 @@ namespace OpenRa.Game
}
return highest;
}
void UpdateCenterLocation()
{
float fraction = ( moveFraction > 0 ) ? (float)moveFraction / moveFractionTotal : 0f;
self.CenterLocation = new float2( 12, 12 ) + 24 * float2.Lerp( fromCell, toCell, fraction );
}
public void Tick( Actor self, Game game, int dt )
{
Move( self, game, dt );
UpdateCenterLocation();
}
void Move( Actor self, Game game, int dt )
{
if( fromCell != toCell )
{
@@ -378,14 +424,17 @@ namespace OpenRa.Game
class Building : ITick
{
public Building( Actor self )
{
{
}
bool first = true;
public void Tick( Actor self, Game game, int dt )
{
if( first && self.Owner == game.LocalPlayer )
self.Owner.TechTree.Build( self.unitInfo.Name, true );
{
if( first && self.Owner == game.LocalPlayer )
{
self.Owner.TechTree.Build( self.unitInfo.Name, true );
self.CenterLocation = 24 * (float2)self.Location + 0.5f * self.SelectedSize;
}
first = false;
}
}