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

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@@ -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 IRenderModifier { IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r); }
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); } public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
public interface ISpeedModifier { decimal GetSpeedModifier(); } public interface ISpeedModifier { decimal GetSpeedModifier(); }

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

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

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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA
remainingTime = Math.Max(remainingTime, time); 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; } } public bool Cloaked { get { return remainingTime <= 0; } }

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@@ -44,6 +44,7 @@ namespace OpenRA.Mods.RA
++ammo; ++ammo;
return true; return true;
} }
public bool TakeAmmo() public bool TakeAmmo()
{ {
if (ammo <= 0) return false; if (ammo <= 0) return false;
@@ -53,7 +54,7 @@ namespace OpenRA.Mods.RA
public int ReloadTimePerAmmo() { return Info.ReloadTicks; } 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) 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); 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) public override void Tick(Actor self)
{ {
base.Tick(self); base.Tick(self);

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

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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA
Panic(); 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) if (self.World.SharedRandom.Next(100 / Info.AttackPanicChance) == 0)
Panic(); Panic();

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@@ -137,7 +137,7 @@ namespace OpenRA.Mods.RA
} }
/* lose our disguise if we attack anything */ /* 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> {} class IgnoresDisguiseInfo : TraitInfo<IgnoresDisguise> {}

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@@ -10,6 +10,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using OpenRA.Mods.RA.Activities; using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA namespace OpenRA.Mods.RA
{ {
@@ -46,4 +47,5 @@ namespace OpenRA.Mods.RA
public interface INotifyParachuteLanded { void OnLanded(); } public interface INotifyParachuteLanded { void OnLanded(); }
public interface INotifyTransform { void OnTransform(Actor self); } public interface INotifyTransform { void OnTransform(Actor self); }
public interface INotifyTransformed { void OnTransformed(Actor toActor); } 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 Weapon: HeliAGGun
LocalOffset: 128,-213,-85, 128,213,-85 LocalOffset: 128,-213,-85, 128,213,-85
Armament@SECONDARY: Armament@SECONDARY:
Name: secondary
Weapon: HeliAAGun Weapon: HeliAAGun
LocalOffset: 128,-213,-85, 128,213,-85 LocalOffset: 128,-213,-85, 128,213,-85
AttackHeli: AttackHeli:
@@ -82,7 +83,9 @@ HELI:
RenderUnit: RenderUnit:
WithRotor: WithRotor:
Offset: 0,0,85 Offset: 0,0,85
WithMuzzleFlash: WithMuzzleFlash@PRIMARY:
WithMuzzleFlash@SECONDARY:
Armament: secondary
WithShadow: WithShadow:
LeavesHusk: LeavesHusk:
HuskActor: HELI.Husk HuskActor: HELI.Husk

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

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

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