Merge pull request #3627 from pchote/muzzleflash

Improved Muzzleflash support
This commit is contained in:
Matthias Mailänder
2013-08-03 02:20:46 -07:00
15 changed files with 81 additions and 42 deletions

View File

@@ -124,7 +124,6 @@ namespace OpenRA.Traits
}
}
public interface INotifyAttack { void Attacking(Actor self, Target target); }
public interface IRenderModifier { IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
public interface ISpeedModifier { decimal GetSpeedModifier(); }

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@@ -74,7 +74,8 @@ namespace OpenRA.Mods.RA.Activities
void LayMine(Actor self)
{
var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
if (limitedAmmo != null) limitedAmmo.Attacking(self, Target.FromCell(self.Location));
if (limitedAmmo != null)
limitedAmmo.TakeAmmo();
self.World.AddFrameEndTask(
w => w.CreateActor(self.Info.Traits.Get<MinelayerInfo>().Mine, new TypeDictionary

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@@ -151,7 +151,7 @@ namespace OpenRA.Mods.RA
});
foreach (var na in self.TraitsImplementing<INotifyAttack>())
na.Attacking(self, target);
na.Attacking(self, target, this, barrel);
Recoil = Info.Recoil;

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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.RA
base.Tick( self );
}
public void Attacking(Actor self, Target target)
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
--charges;
timeToRecharge = self.Info.Traits.Get<AttackTeslaInfo>().ReloadTime;

View File

@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA
remainingTime = Math.Max(remainingTime, time);
}
public void Attacking(Actor self, Target target) { Uncloak(); }
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { Uncloak(); }
public bool Cloaked { get { return remainingTime <= 0; } }

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@@ -44,6 +44,7 @@ namespace OpenRA.Mods.RA
++ammo;
return true;
}
public bool TakeAmmo()
{
if (ammo <= 0) return false;
@@ -53,7 +54,7 @@ namespace OpenRA.Mods.RA
public int ReloadTimePerAmmo() { return Info.ReloadTicks; }
public void Attacking(Actor self, Target target) { TakeAmmo(); }
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { TakeAmmo(); }
public IEnumerable<PipType> GetPips(Actor self)
{

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@@ -74,6 +74,11 @@ namespace OpenRA.Mods.RA.Render
anim.PlayThen(NormalizeInfantrySequence(self, "heal"), () => State = AnimationState.Idle);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
Attacking(self, target);
}
public override void Tick(Actor self)
{
base.Tick(self);

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@@ -11,69 +11,84 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA;
namespace OpenRA.Mods.RA.Render
{
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
{
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self); }
[Desc("Sequence name to use")]
public readonly string Sequence = "muzzle";
[Desc("Armament name")]
public readonly string Armament = "primary";
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
}
class WithMuzzleFlash : INotifyAttack, IRender, ITick
{
Dictionary<string, AnimationWithOffset> muzzleFlashes = new Dictionary<string, AnimationWithOffset>();
bool isShowing;
readonly WithMuzzleFlashInfo info;
Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
public WithMuzzleFlash(Actor self)
public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
{
this.info = info;
var render = self.Trait<RenderSprites>();
var facing = self.TraitOrDefault<IFacing>();
var arms = self.TraitsImplementing<Armament>();
foreach (var a in arms)
foreach(var b in a.Barrels)
{
var barrel = b;
var turreted = self.TraitsImplementing<Turreted>()
.FirstOrDefault(t => t.Name == a.Info.Turret);
var getFacing = turreted != null ? () => turreted.turretFacing :
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
var arm = self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == info.Armament);
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
muzzleFlash.Play("muzzle");
foreach (var b in arm.Barrels)
{
var barrel = b;
var turreted = self.TraitsImplementing<Turreted>()
.FirstOrDefault(t => t.Name == arm.Info.Turret);
muzzleFlashes.Add("muzzle{0}".F(muzzleFlashes.Count),
new AnimationWithOffset(muzzleFlash,
() => a.MuzzleOffset(self, barrel),
() => !isShowing));
}
var getFacing = turreted != null ? () => turreted.turretFacing :
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
visible.Add(barrel, false);
anims.Add(barrel,
new AnimationWithOffset(muzzleFlash,
() => arm.MuzzleOffset(self, barrel),
() => !visible[barrel]));
}
}
public void Attacking(Actor self, Target target)
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
isShowing = true;
foreach( var mf in muzzleFlashes.Values )
mf.Animation.PlayThen("muzzle", () => isShowing = false);
if (a.Info.Name != info.Armament)
return;
visible[barrel] = true;
anims[barrel].Animation.PlayThen(info.Sequence, () => visible[barrel] = false);
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
foreach (var a in muzzleFlashes.Values)
foreach (var kv in anims)
{
if (a.DisableFunc != null && a.DisableFunc())
if (!visible[kv.Key])
continue;
foreach (var r in a.Render(self, wr, wr.Palette("effect"), 1f))
if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
continue;
foreach (var r in kv.Value.Render(self, wr, wr.Palette("effect"), 1f))
yield return r;
}
}
public void Tick(Actor self)
{
foreach (var a in muzzleFlashes.Values)
foreach (var a in anims.Values)
a.Animation.Tick();
}
}

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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA
Panic();
}
public void Attacking(Actor self, Target target)
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (self.World.SharedRandom.Next(100 / Info.AttackPanicChance) == 0)
Panic();

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@@ -137,7 +137,7 @@ namespace OpenRA.Mods.RA
}
/* lose our disguise if we attack anything */
public void Attacking(Actor self, Target target) { DropDisguise(); }
public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { DropDisguise(); }
}
class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> {}

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@@ -10,6 +10,7 @@
using System.Collections.Generic;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
@@ -46,4 +47,5 @@ namespace OpenRA.Mods.RA
public interface INotifyParachuteLanded { void OnLanded(); }
public interface INotifyTransform { void OnTransform(Actor self); }
public interface INotifyTransformed { void OnTransformed(Actor toActor); }
public interface INotifyAttack { void Attacking(Actor self, Target target, Armament a, Barrel barrel); }
}

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@@ -69,6 +69,7 @@ HELI:
Weapon: HeliAGGun
LocalOffset: 128,-213,-85, 128,213,-85
Armament@SECONDARY:
Name: secondary
Weapon: HeliAAGun
LocalOffset: 128,-213,-85, 128,213,-85
AttackHeli:
@@ -82,7 +83,9 @@ HELI:
RenderUnit:
WithRotor:
Offset: 0,0,85
WithMuzzleFlash:
WithMuzzleFlash@PRIMARY:
WithMuzzleFlash@SECONDARY:
Armament: secondary
WithShadow:
LeavesHusk:
HuskActor: HELI.Husk

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@@ -106,12 +106,15 @@ APC:
RecoilRecovery: 18
LocalOffset: 85,85,299, 85,-85,299
Armament@SECONDARY:
Name: secondary
Weapon: APCGun.AA
Recoil: 96
RecoilRecovery: 18
LocalOffset: 85,85,299, 85,-85,299
AttackTurreted:
WithMuzzleFlash:
WithMuzzleFlash@PRIMARY:
WithMuzzleFlash@SECONDARY:
Armament: secondary
RenderUnit:
WithTurret:
AutoTarget:
@@ -404,6 +407,7 @@ HTNK:
Recoil: 170
RecoilRecovery: 42
Armament@SECONDARY:
Name: secondary
Weapon: MammothMissiles
LocalOffset: -85, 384, 340, -85, -384, 340
LocalYaw: -100, 100

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@@ -248,9 +248,12 @@ Rules:
Armament@PRIMARY:
Weapon:M60mg
Armament@SECONDARY:
Name: secondary
Weapon:M60mg
AttackFrontal:
WithMuzzleFlash:
WithMuzzleFlash@PRIMARY:
WithMuzzleFlash@SECONDARY:
Armament: secondary
MustBeDestroyed:
-GivesBounty:
PT:

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@@ -145,6 +145,7 @@ YAK:
Weapon: ChainGun.Yak
LocalOffset: 256,-213,0
Armament@SECONDARY:
Name: secondary
Weapon: ChainGun.Yak
LocalOffset: 256,213,0
AttackPlane:
@@ -163,7 +164,9 @@ YAK:
ReloadTicks: 11
IronCurtainable:
ReturnOnIdle:
WithMuzzleFlash:
WithMuzzleFlash@PRIMARY:
WithMuzzleFlash@SECONDARY:
Armament: secondary
Contrail:
Offset: -853,0,0
LeavesHusk:
@@ -294,6 +297,7 @@ HIND:
Weapon: ChainGun
LocalOffset: 85,-213,-85
Armament@SECONDARY:
Name: secondary
Weapon: ChainGun
LocalOffset: 85,213,-85
AttackHeli:
@@ -314,7 +318,9 @@ HIND:
IronCurtainable:
Selectable:
Bounds: 38,32,0,0
WithMuzzleFlash:
WithMuzzleFlash@PRIMARY:
WithMuzzleFlash@SECONDARY:
Armament: secondary
LeavesHusk:
HuskActor: HIND.Husk
SmokeTrailWhenDamaged: