document the various overlay and animation change traits
This commit is contained in:
@@ -14,15 +14,32 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
class WithBuildingExplosionInfo : TraitInfo<WithBuildingExplosion> { }
|
||||
[Desc("Display explosions over the building footprint when it is destroyed.")]
|
||||
class WithBuildingExplosionInfo : ITraitInfo, Requires<BuildingInfo>
|
||||
{
|
||||
[Desc("Explosion sequence name to use")]
|
||||
public readonly string Sequence = "building";
|
||||
|
||||
[Desc("Custom palette name")]
|
||||
public readonly string Palette = "effect";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithBuildingExplosion(this); }
|
||||
}
|
||||
|
||||
class WithBuildingExplosion : INotifyKilled
|
||||
{
|
||||
WithBuildingExplosionInfo info;
|
||||
|
||||
public WithBuildingExplosion(WithBuildingExplosionInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public void Killed(Actor self, AttackInfo e)
|
||||
{
|
||||
//TODO: Make palette for this customizable as well
|
||||
var bi = self.Info.Traits.Get<BuildingInfo>();
|
||||
FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do(
|
||||
t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), "building", "effect"))));
|
||||
var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
|
||||
FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
|
||||
t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Changes the animation when the actor constructed a building.")]
|
||||
public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<RenderSimpleInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
@@ -15,9 +15,12 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Renders crates with both water and land variants.")]
|
||||
class WithCrateBodyInfo : ITraitInfo, Requires<RenderSpritesInfo>
|
||||
{
|
||||
public readonly string[] Images = { "crate" };
|
||||
|
||||
[Desc("Easteregg sequences to use in december.")]
|
||||
public readonly string[] XmasImages = { };
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithCrateBody(init.self, this); }
|
||||
@@ -35,7 +38,7 @@ namespace OpenRA.Mods.RA.Render
|
||||
var images = info.XmasImages.Any() && DateTime.Today.Month == 12 ? info.XmasImages : info.Images;
|
||||
anim = new Animation(self.World, images.Random(Game.CosmeticRandom));
|
||||
anim.Play("idle");
|
||||
rs.Add("", anim);
|
||||
rs.Add("crate", anim);
|
||||
}
|
||||
|
||||
public void OnLanded()
|
||||
|
||||
@@ -13,6 +13,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Displays an overlay whenever resources are harvested by the actor.")]
|
||||
class WithHarvestAnimationInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
@@ -15,6 +15,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Renders a decorative animation on units and buildings.")]
|
||||
public class WithIdleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
@@ -16,6 +16,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Renders the MuzzleSequence from the Armament trait.")]
|
||||
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
|
||||
{
|
||||
[Desc("Ignore the weapon position, and always draw relative to the center of the actor")]
|
||||
|
||||
@@ -14,6 +14,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Replaces the building animation when it repairs a unit.")]
|
||||
public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
@@ -16,6 +16,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Displays an overlay when the building is being repaired by the player.")]
|
||||
public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* Copyright 2007-2014 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,
|
||||
@@ -13,6 +13,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Displays the fill status of PlayerResources with an extra sprite overlay on the actor.")]
|
||||
class WithResourcesInfo : ITraitInfo, Requires<RenderSimpleInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
@@ -13,6 +13,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Displays a helicopter rotor overlay.")]
|
||||
public class WithRotorInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use when flying")]
|
||||
@@ -24,6 +25,7 @@ namespace OpenRA.Mods.RA.Render
|
||||
[Desc("Position relative to body")]
|
||||
public readonly WVec Offset = WVec.Zero;
|
||||
|
||||
[Desc("Change this when using this trait multiple times on the same actor.")]
|
||||
public readonly string Id = "rotor";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithRotor(init.self, this); }
|
||||
|
||||
@@ -17,10 +17,23 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
class WithShadowInfo : TraitInfo<WithShadow> {}
|
||||
[Desc("Clones the aircraft sprite with another palette below it.")]
|
||||
class WithShadowInfo : ITraitInfo
|
||||
{
|
||||
public readonly string Palette = "shadow";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithShadow(this); }
|
||||
}
|
||||
|
||||
class WithShadow : IRenderModifier
|
||||
{
|
||||
WithShadowInfo info;
|
||||
|
||||
public WithShadow(WithShadowInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
|
||||
{
|
||||
var ios = self.Trait<IOccupySpace>();
|
||||
@@ -32,7 +45,7 @@ namespace OpenRA.Mods.RA.Render
|
||||
|
||||
// Contrails shouldn't cast shadows
|
||||
var shadowSprites = r.Where(s => !s.IsDecoration)
|
||||
.Select(a => a.WithPalette(wr.Palette("shadow"))
|
||||
.Select(a => a.WithPalette(wr.Palette(info.Palette))
|
||||
.OffsetBy(new WVec(0, 0, -a.Pos.Z))
|
||||
.WithZOffset(a.ZOffset + a.Pos.Z)
|
||||
.AsDecoration());
|
||||
|
||||
@@ -13,9 +13,13 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Renders an overlay when the actor is taking heavy damage.")]
|
||||
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo>
|
||||
{
|
||||
public object Create(ActorInitializer init) { return new WithSmoke(init.self); }
|
||||
[Desc("Needs to define \"idle\", \"loop\" and \"end\" sub-sequences.")]
|
||||
public readonly string Sequence = "smoke_m";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithSmoke(init.self, this); }
|
||||
}
|
||||
|
||||
public class WithSmoke : INotifyDamage
|
||||
@@ -23,11 +27,11 @@ namespace OpenRA.Mods.RA.Render
|
||||
bool isSmoking;
|
||||
Animation anim;
|
||||
|
||||
public WithSmoke(Actor self)
|
||||
public WithSmoke(Actor self, WithSmokeInfo info)
|
||||
{
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
|
||||
anim = new Animation(self.World, "smoke_m");
|
||||
anim = new Animation(self.World, info.Sequence);
|
||||
rs.Add("smoke", new AnimationWithOffset(anim, null, () => !isSmoking));
|
||||
}
|
||||
|
||||
@@ -38,10 +42,10 @@ namespace OpenRA.Mods.RA.Render
|
||||
if (e.DamageState < DamageState.Heavy) return;
|
||||
|
||||
isSmoking = true;
|
||||
anim.PlayThen( "idle",
|
||||
() => anim.PlayThen( "loop",
|
||||
() => anim.PlayBackwardsThen( "end",
|
||||
() => isSmoking = false ) ) );
|
||||
anim.PlayThen("idle",
|
||||
() => anim.PlayThen("loop",
|
||||
() => anim.PlayBackwardsThen("end",
|
||||
() => isSmoking = false)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
[Desc("Renders barrels for units with the Turreted trait.")]
|
||||
class WithTurretInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
|
||||
Reference in New Issue
Block a user