categorize traits better
This commit is contained in:
70
OpenRa.Game/Traits/World/BridgeLoadHook.cs
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70
OpenRa.Game/Traits/World/BridgeLoadHook.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Traits
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{
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class BridgeLoadHookInfo : StatelessTraitInfo<BridgeLoadHook> { }
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class BridgeLoadHook : ILoadWorldHook
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{
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static void MakeBridges(World w)
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{
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var mini = w.Map.XOffset; var maxi = w.Map.XOffset + w.Map.Width;
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var minj = w.Map.YOffset; var maxj = w.Map.YOffset + w.Map.Height;
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for (var j = minj; j < maxj; j++)
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for (var i = mini; i < maxi; i++)
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if (IsBridge(w, w.Map.MapTiles[i, j].tile))
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ConvertBridgeToActor(w, i, j);
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foreach (var br in w.Queries.WithTraitMultiple<Bridge>())
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br.Trait.FinalizeBridges(w);
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}
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static void ConvertBridgeToActor(World w, int i, int j)
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{
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var tile = w.Map.MapTiles[i, j].tile;
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var image = w.Map.MapTiles[i, j].image;
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var template = w.TileSet.walk[tile];
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// base position of the tile
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var ni = i - image % template.Size.X;
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var nj = j - image / template.Size.X;
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var replacedTiles = new Dictionary<int2, int>();
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for (var y = nj; y < nj + template.Size.Y; y++)
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for (var x = ni; x < ni + template.Size.X; x++)
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{
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var n = (x - ni) + template.Size.X * (y - nj);
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if (!template.TerrainType.ContainsKey(n)) continue;
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if (w.Map.IsInMap(x, y))
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if (w.Map.MapTiles[x, y].tile == tile
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&& w.Map.MapTiles[x, y].image == n)
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{
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// stash it
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replacedTiles[new int2(x, y)] = w.Map.MapTiles[x, y].image;
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// remove the tile from the actual map
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w.Map.MapTiles[x, y].tile = 0xfffe;
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w.Map.MapTiles[x, y].image = 0;
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}
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}
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if (replacedTiles.Any())
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{
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var a = w.CreateActor(template.Bridge, new int2(ni, nj), null);
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var br = a.traits.Get<Bridge>();
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br.SetTiles(w, template, replacedTiles);
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}
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}
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static bool IsBridge(World w, ushort t)
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{
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return w.TileSet.walk[t].Bridge != null;
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}
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public void WorldLoaded(World w) { MakeBridges(w); }
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}
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}
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55
OpenRa.Game/Traits/World/BuildingInfluence.cs
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55
OpenRa.Game/Traits/World/BuildingInfluence.cs
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@@ -0,0 +1,55 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.GameRules;
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namespace OpenRa.Traits
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{
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public class BuildingInfluenceInfo : ITraitInfo
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{
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public object Create( Actor self ) { return new BuildingInfluence( self ); }
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}
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public class BuildingInfluence
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{
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bool[,] blocked = new bool[128, 128];
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Actor[,] influence = new Actor[128, 128];
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public BuildingInfluence( Actor self )
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{
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self.World.ActorAdded +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), true); };
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self.World.ActorRemoved +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), false); };
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}
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void ChangeInfluence( Actor a, Building building, bool isAdd )
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{
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foreach( var u in Footprint.UnpathableTiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( IsValid( u ) )
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blocked[ u.X, u.Y ] = isAdd;
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foreach( var u in Footprint.Tiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( IsValid( u ) )
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influence[ u.X, u.Y ] = isAdd ? a : null;
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}
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bool IsValid(int2 t)
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{
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return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128);
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}
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public Actor GetBuildingAt(int2 cell)
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{
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if (!IsValid(cell)) return null;
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return influence[cell.X, cell.Y];
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}
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public bool CanMoveHere(int2 cell)
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{
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return IsValid(cell) && !blocked[cell.X, cell.Y];
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}
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}}
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27
OpenRa.Game/Traits/World/ChoosePaletteOnSelect.cs
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27
OpenRa.Game/Traits/World/ChoosePaletteOnSelect.cs
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@@ -0,0 +1,27 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Traits
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{
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class ChoosePaletteOnSelectInfo : StatelessTraitInfo<ChoosePaletteOnSelect> { }
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class ChoosePaletteOnSelect : INotifySelection
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{
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public void SelectionChanged()
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{
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var firstItem = Game.controller.selection.Actors.FirstOrDefault(
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a => a.World.LocalPlayer == a.Owner && a.traits.Contains<Production>());
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if (firstItem == null)
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return;
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var produces = firstItem.Info.Traits.Get<ProductionInfo>().Produces.FirstOrDefault();
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if (produces == null)
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return;
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Game.chrome.SetCurrentTab(produces);
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}
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}
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}
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41
OpenRa.Game/Traits/World/ChronoshiftPaletteEffect.cs
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41
OpenRa.Game/Traits/World/ChronoshiftPaletteEffect.cs
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@@ -0,0 +1,41 @@
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using System.Drawing;
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using OpenRa.Graphics;
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namespace OpenRa.Traits
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{
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class ChronoshiftPaletteEffectInfo : StatelessTraitInfo<ChronoshiftPaletteEffect> { }
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public class ChronoshiftPaletteEffect : IPaletteModifier, ITick
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{
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const int chronoEffectLength = 20;
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int remainingFrames;
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public void DoChronoshift()
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{
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remainingFrames = chronoEffectLength;
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}
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public void Tick(Actor self)
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{
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if (remainingFrames > 0)
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remainingFrames--;
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}
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public void AdjustPalette(Bitmap b)
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{
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if (remainingFrames == 0)
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return;
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/* TODO: FIX ME
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var frac = (float)remainingFrames / chronoEffectLength;
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for( var y = 0; y < (int)PaletteType.Chrome; y++ )
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for (var x = 0; x < 256; x++)
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{
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var orig = b.GetPixel(x, y);
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var lum = (int)(255 * orig.GetBrightness());
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var desat = Color.FromArgb(orig.A, lum, lum, lum);
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b.SetPixel(x, y, Graphics.Util.Lerp(frac, orig, desat));
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}
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*/
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}
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}
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}
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27
OpenRa.Game/Traits/World/CrateSpawner.cs
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27
OpenRa.Game/Traits/World/CrateSpawner.cs
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@@ -0,0 +1,27 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Traits
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{
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class CrateSpawnerInfo : ITraitInfo
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{
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public readonly int CrateMinimum = 1; // Minumum number of crates
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public readonly int CrateMaximum = 255; // Maximum number of crates
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public readonly int CrateRadius = 3; // Radius of crate effect TODO: This belongs on the crate effect itself
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public readonly int CrateRegen = 180; // Average time (seconds) between crate spawn
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public readonly float WaterCrateChance = 0.2f; // Change of generating a water crate instead of a land crate
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public object Create(Actor self) { return new CrateSpawner(self); }
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}
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class CrateSpawner
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{
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Actor self;
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public CrateSpawner(Actor self)
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{
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this.self = self;
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}
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}
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}
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25
OpenRa.Game/Traits/World/LightPaletteRotator.cs
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25
OpenRa.Game/Traits/World/LightPaletteRotator.cs
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@@ -0,0 +1,25 @@
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using System.Drawing;
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namespace OpenRa.Traits
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{
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class LightPaletteRotatorInfo : StatelessTraitInfo<LightPaletteRotator> { }
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class LightPaletteRotator : ITick, IPaletteModifier
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{
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float t = 0;
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public void Tick(Actor self)
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{
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t += .5f;
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}
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public void AdjustPalette(Bitmap b)
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{
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var rotate = (int)t % 18;
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if (rotate > 9)
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rotate = 18 - rotate;
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using (var bitmapCopy = new Bitmap(b))
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for (int j = 0; j < 16; j++)
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b.SetPixel(0x67, j, b.GetPixel(230+rotate, j));
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}
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}
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}
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47
OpenRa.Game/Traits/World/OreGrowth.cs
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47
OpenRa.Game/Traits/World/OreGrowth.cs
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@@ -0,0 +1,47 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Graphics;
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namespace OpenRa.Traits
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{
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class OreGrowthInfo : ITraitInfo
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{
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public readonly float Interval = 1f;
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public readonly float Chance = .02f;
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public readonly bool Spreads = true;
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public readonly bool Grows = true;
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public object Create(Actor self) { return new OreGrowth(); }
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}
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class OreGrowth : ITick, ILoadWorldHook
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{
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int remainingTicks;
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public void Tick(Actor self)
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{
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if (--remainingTicks <= 0)
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{
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var info = self.Info.Traits.Get<OreGrowthInfo>();
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if (info.Spreads)
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Ore.SpreadOre(self.World,
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Game.SharedRandom,
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info.Chance);
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if (info.Grows)
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Ore.GrowOre(self.World, Game.SharedRandom);
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self.World.Minimap.InvalidateOre();
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remainingTicks = (int)(info.Interval * 60 * 25);
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}
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}
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public void WorldLoaded(World w)
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{
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Ore.InitOreDensity(w.Map);
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}
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}
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}
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28
OpenRa.Game/Traits/World/PaletteFromFile.cs
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28
OpenRa.Game/Traits/World/PaletteFromFile.cs
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@@ -0,0 +1,28 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.FileFormats;
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namespace OpenRa.Traits
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{
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class PaletteFromFileInfo : ITraitInfo
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{
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public readonly string Name = null;
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public readonly string Theater = null;
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public readonly string Filename = null;
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public object Create(Actor self) { return new PaletteFromFile(self, this); }
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}
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class PaletteFromFile
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{
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public PaletteFromFile(Actor self, PaletteFromFileInfo info)
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{
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if (info.Theater == null ||
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info.Theater.ToLowerInvariant() == self.World.Map.Theater.ToLowerInvariant())
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{
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//Log.Write("Loading palette {0} from file {1}", info.Name, info.Filename);
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self.World.WorldRenderer.AddPalette(info.Name, new Palette(FileSystem.Open(info.Filename)));
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}
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}
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}
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}
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35
OpenRa.Game/Traits/World/PaletteFromRGBA.cs
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35
OpenRa.Game/Traits/World/PaletteFromRGBA.cs
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@@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using OpenRa.FileFormats;
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namespace OpenRa.Traits
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{
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class PaletteFromRGBAInfo : ITraitInfo
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{
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public readonly string Name = null;
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public readonly string Theatre = null;
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public readonly int R = 0;
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public readonly int G = 0;
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public readonly int B = 0;
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public readonly int A = 255;
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public object Create(Actor self) { return new PaletteFromRGBA(self, this); }
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}
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class PaletteFromRGBA
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{
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public PaletteFromRGBA(Actor self, PaletteFromRGBAInfo info)
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{
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if (info.Theatre == null ||
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info.Theatre.ToLowerInvariant() == self.World.Map.Theater.ToLowerInvariant())
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{
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Log.Write("Loading palette {0} from RGBA {1} {2} {3} {4}",info.Name,info.R,info.G,info.B,info.A);
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// TODO: This shouldn't rely on a base palette
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var wr = self.World.WorldRenderer;
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var pal = wr.GetPalette("player0");
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wr.AddPalette(info.Name, new Palette(pal, new SingleColorRemap(Color.FromArgb(info.A, info.R, info.G, info.B))));
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}
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}
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}
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}
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32
OpenRa.Game/Traits/World/PaletteFromRemap.cs
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32
OpenRa.Game/Traits/World/PaletteFromRemap.cs
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@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.FileFormats;
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namespace OpenRa.Traits
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{
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class PaletteFromRemapInfo : ITraitInfo
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{
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public readonly string Name = null;
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public readonly string Theatre = null;
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public readonly string BasePalette = null;
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public readonly string Remap = null;
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public object Create(Actor self) { return new PaletteFromRemap(self, this); }
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}
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class PaletteFromRemap
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{
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public PaletteFromRemap(Actor self, PaletteFromRemapInfo info)
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{
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if (info.Theatre == null ||
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info.Theatre.ToLowerInvariant() == self.World.Map.Theater.ToLowerInvariant())
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{
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Log.Write("Loading palette {0} from theatre {1} with remap {2}", info.Name, info.BasePalette, info.Remap);
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var wr = self.World.WorldRenderer;
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var pal = wr.GetPalette(info.BasePalette);
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var newpal = (info.Remap == null) ? pal : new Palette(pal, new PlayerColorRemap(FileSystem.Open(info.Remap)));
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wr.AddPalette(info.Name, newpal);
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}
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}
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}
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}
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30
OpenRa.Game/Traits/World/PlayerColorPalette.cs
Normal file
30
OpenRa.Game/Traits/World/PlayerColorPalette.cs
Normal file
@@ -0,0 +1,30 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Drawing;
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using OpenRa.FileFormats;
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|
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namespace OpenRa.Traits
|
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{
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class PlayerColorPaletteInfo : ITraitInfo
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{
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public readonly string Name = null;
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public readonly string DisplayName = null;
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public readonly string BasePalette = null;
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public readonly string Remap = null;
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public readonly int[] DisplayColor = null;
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public object Create(Actor self) { return new PlayerColorPalette(self, this); }
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}
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class PlayerColorPalette
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{
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public PlayerColorPalette(Actor self, PlayerColorPaletteInfo info)
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{
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var wr = self.World.WorldRenderer;
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var pal = wr.GetPalette(info.BasePalette);
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var newpal = (info.Remap == null) ? pal : new Palette(pal, new PlayerColorRemap(FileSystem.Open(info.Remap)));
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wr.AddPalette(info.Name, newpal);
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Player.RegisterPlayerColor(info.Name, info.DisplayName, Color.FromArgb(info.DisplayColor[0], info.DisplayColor[1], info.DisplayColor[2]));
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}
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}
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||||
}
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25
OpenRa.Game/Traits/World/ShroudPalette.cs
Normal file
25
OpenRa.Game/Traits/World/ShroudPalette.cs
Normal file
@@ -0,0 +1,25 @@
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using System;
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using System.Collections.Generic;
|
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using System.Linq;
|
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using System.Drawing;
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using OpenRa.FileFormats;
|
||||
|
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namespace OpenRa.Traits
|
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{
|
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class ShroudPaletteInfo : ITraitInfo
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{
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public object Create(Actor self) { return new ShroudPalette(self); }
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||||
}
|
||||
|
||||
class ShroudPalette
|
||||
{
|
||||
public ShroudPalette(Actor self)
|
||||
{
|
||||
// TODO: This shouldn't rely on a base palette
|
||||
var wr = self.World.WorldRenderer;
|
||||
var pal = wr.GetPalette("terrain");
|
||||
|
||||
wr.AddPalette("shroud", new Palette(pal, new ShroudPaletteRemap()));
|
||||
}
|
||||
}
|
||||
}
|
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95
OpenRa.Game/Traits/World/UnitInfluence.cs
Normal file
95
OpenRa.Game/Traits/World/UnitInfluence.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace OpenRa.Traits
|
||||
{
|
||||
public class UnitInfluenceInfo : ITraitInfo
|
||||
{
|
||||
public object Create( Actor self ) { return new UnitInfluence( self ); }
|
||||
}
|
||||
|
||||
public class UnitInfluence : ITick
|
||||
{
|
||||
List<Actor>[,] influence = new List<Actor>[128, 128];
|
||||
readonly int2 searchDistance = new int2(2,2);
|
||||
|
||||
public UnitInfluence( Actor self )
|
||||
{
|
||||
for (int i = 0; i < 128; i++)
|
||||
for (int j = 0; j < 128; j++)
|
||||
influence[ i, j ] = new List<Actor>();
|
||||
|
||||
self.World.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupySpace>() );
|
||||
}
|
||||
|
||||
public void Tick( Actor self )
|
||||
{
|
||||
// Does this belong here? NO, but it's your mess.
|
||||
|
||||
// Get the crushable actors
|
||||
foreach (var aa in self.World.Queries.WithTrait<ICrushable>())
|
||||
{
|
||||
var a = aa.Actor;
|
||||
// Are there any units in the same cell that can crush this?
|
||||
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
|
||||
foreach( var cell in ios.OccupiedCells() )
|
||||
{
|
||||
// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
|
||||
// If there is more than one, do action on the first crusher
|
||||
var crusher = GetUnitsAt(cell).Where(b => a != b && self.World.IsActorCrushableByActor(a, b)).FirstOrDefault();
|
||||
if (crusher != null)
|
||||
{
|
||||
Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
|
||||
// Apply the crush action
|
||||
foreach (var crush in a.traits.WithInterface<ICrushable>())
|
||||
crush.OnCrush(crusher);
|
||||
}
|
||||
}
|
||||
}
|
||||
SanityCheck( self );
|
||||
}
|
||||
|
||||
[Conditional( "SANITY_CHECKS" )]
|
||||
void SanityCheck( Actor self )
|
||||
{
|
||||
for( int y = 0 ; y < 128 ; y++ )
|
||||
for( int x = 0 ; x < 128 ; x++ )
|
||||
if( influence[ x, y ] != null )
|
||||
foreach (var a in influence[ x, y ])
|
||||
if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
|
||||
throw new InvalidOperationException( "UIM: Sanity check failed A" );
|
||||
|
||||
foreach( var t in self.World.Queries.WithTraitMultiple<IOccupySpace>() )
|
||||
foreach( var cell in t.Trait.OccupiedCells() )
|
||||
if (!influence[cell.X, cell.Y].Contains(t.Actor))
|
||||
throw new InvalidOperationException( "UIM: Sanity check failed B" );
|
||||
}
|
||||
|
||||
public IEnumerable<Actor> GetUnitsAt( int2 a )
|
||||
{
|
||||
return influence[ a.X, a.Y ];
|
||||
}
|
||||
|
||||
public void Add( Actor self, IOccupySpace unit )
|
||||
{
|
||||
foreach( var c in unit.OccupiedCells() )
|
||||
influence[c.X, c.Y].Add(self);
|
||||
}
|
||||
|
||||
public void Remove( Actor self, IOccupySpace unit )
|
||||
{
|
||||
if (unit != null)
|
||||
foreach (var c in unit.OccupiedCells())
|
||||
influence[c.X, c.Y].Remove(self);
|
||||
}
|
||||
|
||||
public void Update(Actor self, IOccupySpace unit)
|
||||
{
|
||||
Remove(self, unit);
|
||||
if (!self.IsDead) Add(self, unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
24
OpenRa.Game/Traits/World/WaterPaletteRotation.cs
Normal file
24
OpenRa.Game/Traits/World/WaterPaletteRotation.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using System.Drawing;
|
||||
|
||||
namespace OpenRa.Traits
|
||||
{
|
||||
class WaterPaletteRotationInfo : StatelessTraitInfo<WaterPaletteRotation> { }
|
||||
|
||||
class WaterPaletteRotation : ITick, IPaletteModifier
|
||||
{
|
||||
float t = 0;
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
t += .25f;
|
||||
}
|
||||
|
||||
public void AdjustPalette(Bitmap b)
|
||||
{
|
||||
var rotate = (int)t % 7;
|
||||
using (var bitmapCopy = new Bitmap(b))
|
||||
for (int j = 0; j < 16; j++)
|
||||
for (int i = 0; i < 7; i++)
|
||||
b.SetPixel(0x60 + (rotate + i) % 7, j, bitmapCopy.GetPixel(0x60 + i, j));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user