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;
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)
{
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 muzzleFlash = new Animation(render.GetImage(self), getFacing); foreach (var b in arm.Barrels)
muzzleFlash.Play("muzzle"); {
var barrel = b;
var turreted = self.TraitsImplementing<Turreted>()
.FirstOrDefault(t => t.Name == arm.Info.Turret);
muzzleFlashes.Add("muzzle{0}".F(muzzleFlashes.Count), var getFacing = turreted != null ? () => turreted.turretFacing :
new AnimationWithOffset(muzzleFlash, facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
() => a.MuzzleOffset(self, barrel),
() => !isShowing)); 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) 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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@@ -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

View File

@@ -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

View File

@@ -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:

View File

@@ -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: