move generic Voxel render traits to Mods.Common
This commit is contained in:
72
OpenRA.Mods.Common/Traits/Render/WithVoxelTurret.cs
Normal file
72
OpenRA.Mods.Common/Traits/Render/WithVoxelTurret.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
#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
|
||||
{
|
||||
public class WithVoxelTurretInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<TurretedInfo>
|
||||
{
|
||||
[Desc("Voxel sequence name to use")]
|
||||
public readonly string Sequence = "turret";
|
||||
|
||||
[Desc("Turreted 'Turret' key to display")]
|
||||
public readonly string Turret = "primary";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithVoxelTurret(init.Self, this); }
|
||||
|
||||
public IEnumerable<VoxelAnimation> RenderPreviewVoxels(ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p)
|
||||
{
|
||||
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
|
||||
var t = init.Actor.Traits.WithInterface<TurretedInfo>()
|
||||
.First(tt => tt.Turret == Turret);
|
||||
|
||||
var voxel = VoxelProvider.GetVoxel(image, Sequence);
|
||||
var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation));
|
||||
|
||||
var turretFacing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit, int>() : t.InitialFacing;
|
||||
var turretBodyOrientation = new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(turretFacing) - orientation.Yaw);
|
||||
var turretOrientation = new[] { turretBodyOrientation, body.QuantizeOrientation(orientation, facings) };
|
||||
yield return new VoxelAnimation(voxel, () => turretOffset, () => turretOrientation, () => false, () => 0);
|
||||
}
|
||||
}
|
||||
|
||||
public class WithVoxelTurret
|
||||
{
|
||||
readonly Actor self;
|
||||
readonly Turreted turreted;
|
||||
readonly IBodyOrientation body;
|
||||
|
||||
public WithVoxelTurret(Actor self, WithVoxelTurretInfo info)
|
||||
{
|
||||
this.self = self;
|
||||
body = self.Trait<IBodyOrientation>();
|
||||
turreted = self.TraitsImplementing<Turreted>()
|
||||
.First(tt => tt.Name == info.Turret);
|
||||
|
||||
var rv = self.Trait<RenderVoxels>();
|
||||
rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, info.Sequence),
|
||||
() => turreted.Position(self), TurretRotation,
|
||||
() => false, () => 0));
|
||||
}
|
||||
|
||||
IEnumerable<WRot> TurretRotation()
|
||||
{
|
||||
var b = self.Orientation;
|
||||
var qb = body.QuantizeOrientation(self, b);
|
||||
yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
|
||||
yield return qb;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user