Step in the direction of RA2 paratroopers.
This commit is contained in:
154
OpenRA.Mods.Common/Traits/Render/WithParachute.cs
Normal file
154
OpenRA.Mods.Common/Traits/Render/WithParachute.cs
Normal file
@@ -0,0 +1,154 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Renders a parachute on units.")]
|
||||
public class WithParachuteInfo : UpgradableTraitInfo, ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
{
|
||||
[Desc("The image that contains the parachute sequences.")]
|
||||
public readonly string Image = null;
|
||||
|
||||
[Desc("Parachute opening sequence.")]
|
||||
[SequenceReference("Image")] public readonly string OpeningSequence = null;
|
||||
|
||||
[Desc("Parachute idle sequence.")]
|
||||
[SequenceReference("Image")] public readonly string Sequence = null;
|
||||
|
||||
[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
|
||||
[SequenceReference("Image")] public readonly string ClosingSequence = null;
|
||||
|
||||
[Desc("Palette used to render the parachute.")]
|
||||
public readonly string Palette = "player";
|
||||
|
||||
[Desc("Parachute position relative to the paradropped unit.")]
|
||||
public readonly WVec Offset = new WVec(0, 0, 384);
|
||||
|
||||
[Desc("The image that contains the shadow sequence for the paradropped unit.")]
|
||||
public readonly string ShadowImage = null;
|
||||
|
||||
[Desc("Paradropped unit's shadow sequence.")]
|
||||
[SequenceReference("ShadowImage")] public readonly string ShadowSequence = null;
|
||||
|
||||
[Desc("Palette used to render the paradropped unit's shadow.")]
|
||||
public readonly string ShadowPalette = "player";
|
||||
|
||||
[Desc("Shadow position relative to the paradropped unit's intended landing position.")]
|
||||
public readonly WVec ShadowOffset = new WVec(0, 128, 0);
|
||||
|
||||
[Desc("Z-offset to apply on the shadow sequence.")]
|
||||
public readonly int ShadowZOffset = 0;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new WithParachute(init.Self, this); }
|
||||
|
||||
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
|
||||
{
|
||||
if (UpgradeMinEnabledLevel > 0)
|
||||
yield break;
|
||||
|
||||
if (image == null)
|
||||
yield break;
|
||||
|
||||
// For this, image must not be null
|
||||
if (Palette != null)
|
||||
p = init.WorldRenderer.Palette(Palette);
|
||||
|
||||
var anim = new Animation(init.World, image);
|
||||
anim.PlayThen(OpeningSequence, () => anim.PlayRepeating(Sequence));
|
||||
|
||||
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
|
||||
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
|
||||
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
|
||||
var offset = body.LocalToWorld(Offset.Rotate(orientation));
|
||||
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
|
||||
}
|
||||
}
|
||||
|
||||
public class WithParachute : UpgradableTrait<WithParachuteInfo>, IRender
|
||||
{
|
||||
readonly Animation shadow;
|
||||
readonly AnimationWithOffset anim;
|
||||
readonly WithParachuteInfo info;
|
||||
|
||||
bool renderProlonged = false;
|
||||
|
||||
public WithParachute(Actor self, WithParachuteInfo info)
|
||||
: base(info)
|
||||
{
|
||||
this.info = info;
|
||||
|
||||
if (info.ShadowImage != null)
|
||||
{
|
||||
shadow = new Animation(self.World, info.ShadowImage);
|
||||
shadow.PlayRepeating(info.ShadowSequence);
|
||||
}
|
||||
|
||||
if (info.Image == null)
|
||||
return;
|
||||
|
||||
// For this, info.Image must not be null
|
||||
var overlay = new Animation(self.World, info.Image);
|
||||
var body = self.Trait<IBodyOrientation>();
|
||||
anim = new AnimationWithOffset(overlay,
|
||||
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
|
||||
() => IsTraitDisabled && !renderProlonged,
|
||||
() => false,
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 1));
|
||||
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
rs.Add(anim, info.Palette);
|
||||
}
|
||||
|
||||
protected override void UpgradeEnabled(Actor self)
|
||||
{
|
||||
if (info.Image == null)
|
||||
return;
|
||||
|
||||
anim.Animation.PlayThen(info.OpeningSequence, () => anim.Animation.PlayRepeating(info.Sequence));
|
||||
}
|
||||
|
||||
protected override void UpgradeDisabled(Actor self)
|
||||
{
|
||||
if (info.Image == null)
|
||||
return;
|
||||
|
||||
renderProlonged = true;
|
||||
if (!string.IsNullOrEmpty(info.ClosingSequence))
|
||||
anim.Animation.PlayThen(info.ClosingSequence, () => renderProlonged = false);
|
||||
else
|
||||
anim.Animation.PlayBackwardsThen(info.OpeningSequence, () => renderProlonged = false);
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
|
||||
{
|
||||
if (info.ShadowImage == null)
|
||||
yield break;
|
||||
|
||||
if (IsTraitDisabled)
|
||||
yield break;
|
||||
|
||||
if (self.IsDead || !self.IsInWorld)
|
||||
yield break;
|
||||
|
||||
if (self.World.FogObscures(self))
|
||||
yield break;
|
||||
|
||||
shadow.Tick();
|
||||
var pos = self.CenterPosition - new WVec(0, 0, self.CenterPosition.Z);
|
||||
yield return new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, wr.Palette(info.ShadowPalette), 1, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user