Support custom helicopter rotors. Fixes #4072.

This commit is contained in:
Paul Chote
2013-11-09 17:07:32 +13:00
parent 20f88387b6
commit 5cec1fe4fb

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2013 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,
@@ -16,23 +16,33 @@ namespace OpenRA.Mods.RA.Render
{
public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use when flying")]
public readonly string Sequence = "rotor";
[Desc("Sequence name to use when landed")]
public readonly string GroundSequence = "slow-rotor";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public readonly string Id = "rotor";
public object Create(ActorInitializer init) { return new WithRotor(init.self, this); }
}
public class WithRotor : ITick
{
public Animation rotorAnim;
WithRotorInfo info;
Animation rotorAnim;
public WithRotor(Actor self, WithRotorInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
rotorAnim = new Animation(rs.GetImage(self));
rotorAnim.PlayRepeating("rotor");
rotorAnim.PlayRepeating(info.Sequence);
rs.anims.Add(info.Id, new AnimationWithOffset(rotorAnim,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
null, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
@@ -41,10 +51,10 @@ namespace OpenRA.Mods.RA.Render
public void Tick(Actor self)
{
var isFlying = self.CenterPosition.Z > 0 && !self.IsDead();
if (isFlying ^ (rotorAnim.CurrentSequence.Name != "rotor"))
if (isFlying ^ (rotorAnim.CurrentSequence.Name != info.Sequence))
return;
rotorAnim.ReplaceAnim(isFlying ? "rotor" : "slow-rotor");
rotorAnim.ReplaceAnim(isFlying ? info.Sequence : info.GroundSequence);
}
}
}