Merge Mods.TS into Mods.Cnc
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78
OpenRA.Mods.Cnc/Traits/Render/WithVoxelUnloadBody.cs
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78
OpenRA.Mods.Cnc/Traits/Render/WithVoxelUnloadBody.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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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.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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public class WithVoxelUnloadBodyInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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[Desc("Voxel sequence name to use when docked to a refinery.")]
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public readonly string UnloadSequence = "unload";
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[Desc("Voxel sequence name to use when undocked from a refinery.")]
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public readonly string IdleSequence = "idle";
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[Desc("Defines if the Voxel should have a shadow.")]
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public readonly bool ShowShadow = true;
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public object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.Self, this); }
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public IEnumerable<VoxelAnimation> RenderPreviewVoxels(
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
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{
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var voxel = VoxelProvider.GetVoxel(image, IdleSequence);
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yield return new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(orientation(), facings) },
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() => false, () => 0, ShowShadow);
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}
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}
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public class WithVoxelUnloadBody : IAutoSelectionSize
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{
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public bool Docked;
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readonly int2 size;
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public WithVoxelUnloadBody(Actor self, WithVoxelUnloadBodyInfo info)
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{
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var body = self.Trait<BodyOrientation>();
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var rv = self.Trait<RenderVoxels>();
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var idleVoxel = VoxelProvider.GetVoxel(rv.Image, info.IdleSequence);
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rv.Add(new VoxelAnimation(idleVoxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => Docked,
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() => 0, info.ShowShadow));
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// Selection size
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var rvi = self.Info.TraitInfo<RenderVoxelsInfo>();
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var s = (int)(rvi.Scale * idleVoxel.Size.Aggregate(Math.Max));
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size = new int2(s, s);
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var unloadVoxel = VoxelProvider.GetVoxel(rv.Image, info.UnloadSequence);
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rv.Add(new VoxelAnimation(unloadVoxel, () => WVec.Zero,
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => !Docked,
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() => 0, info.ShowShadow));
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}
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public int2 SelectionSize(Actor self) { return size; }
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}
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}
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