Add per-armament muzzle flashes. Fixes #3609.

This commit is contained in:
Paul Chote
2013-08-03 16:39:47 +12:00
parent 755fa6eaf4
commit 8f24f93330
5 changed files with 64 additions and 33 deletions

View File

@@ -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, 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();
}
}