Simplify and fix animation glitches.

This commit is contained in:
Paul Chote
2015-04-25 21:53:31 +12:00
committed by Matthias Mailänder
parent 75624560d2
commit 8f93d7b5d7
8 changed files with 33 additions and 35 deletions

View File

@@ -47,7 +47,7 @@ namespace OpenRA.Graphics
this.facingFunc = facingFunc; this.facingFunc = facingFunc;
} }
int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } } public int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } } public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale) public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
@@ -139,6 +139,24 @@ namespace OpenRA.Graphics
tickFunc = () => frame = func(); tickFunc = () => frame = func();
} }
public void PlayFetchDirection(string sequenceName, Func<int> direction)
{
tickAlways = false;
CurrentSequence = sequenceProvider.GetSequence(name, sequenceName);
timeUntilNextFrame = CurrentSequence != null ? CurrentSequence.Tick : defaultTick;
frame = 0;
tickFunc = () =>
{
var d = direction();
if (d > 0 && ++frame >= CurrentSequence.Length)
frame = 0;
if (d < 0 && --frame < 0)
frame = CurrentSequence.Length - 1;
};
}
int timeUntilNextFrame; int timeUntilNextFrame;
Action tickFunc; Action tickFunc;

View File

@@ -20,15 +20,14 @@ namespace OpenRA.Mods.TS.Traits
[Desc("Play an animation when a unit exits or blocks the exit after production finished.")] [Desc("Play an animation when a unit exits or blocks the exit after production finished.")]
class WithProductionDoorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>, Requires<BuildingInfo> class WithProductionDoorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>, Requires<BuildingInfo>
{ {
public readonly string Sequence = "idle-door"; public readonly string Sequence = "build-door";
public readonly string BuildSequence = "build-door";
public object Create(ActorInitializer init) { return new WithProductionDoorOverlay(init.Self, this); } public object Create(ActorInitializer init) { return new WithProductionDoorOverlay(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{ {
var anim = new Animation(init.World, image, () => 0); var anim = new Animation(init.World, image, () => 0);
anim.PlayRepeating(Sequence); anim.PlayFetchIndex(Sequence, () => 0);
var bi = init.Actor.Traits.Get<BuildingInfo>(); var bi = init.Actor.Traits.Get<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
@@ -38,20 +37,19 @@ namespace OpenRA.Mods.TS.Traits
class WithProductionDoorOverlay : INotifyBuildComplete, ITick, INotifyProduction, INotifySold, INotifyDamageStateChanged class WithProductionDoorOverlay : INotifyBuildComplete, ITick, INotifyProduction, INotifySold, INotifyDamageStateChanged
{ {
readonly WithProductionDoorOverlayInfo info;
readonly RenderSprites renderSprites;
readonly Animation door; readonly Animation door;
bool isOpen; int desiredFrame;
CPos openExit; CPos openExit;
bool buildComplete; bool buildComplete;
public WithProductionDoorOverlay(Actor self, WithProductionDoorOverlayInfo info) public WithProductionDoorOverlay(Actor self, WithProductionDoorOverlayInfo info)
{ {
this.info = info; var renderSprites = self.Trait<RenderSprites>();
renderSprites = self.Trait<RenderSprites>();
door = new Animation(self.World, renderSprites.GetImage(self)); door = new Animation(self.World, renderSprites.GetImage(self));
door.Play(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence)); door.PlayFetchDirection(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence),
() => desiredFrame - door.CurrentFrame);
var buildingInfo = self.Info.Traits.Get<BuildingInfo>(); var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
@@ -66,12 +64,8 @@ namespace OpenRA.Mods.TS.Traits
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (isOpen && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self)) if (desiredFrame > 0 && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
{ desiredFrame = 0;
isOpen = false;
door.PlayBackwardsThen(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.BuildSequence),
() => door.Play(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence)));
}
} }
public void DamageStateChanged(Actor self, AttackInfo e) public void DamageStateChanged(Actor self, AttackInfo e)
@@ -82,7 +76,8 @@ namespace OpenRA.Mods.TS.Traits
public void UnitProduced(Actor self, Actor other, CPos exit) public void UnitProduced(Actor self, Actor other, CPos exit)
{ {
door.PlayThen(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.BuildSequence), () => { isOpen = true; openExit = exit; }); openExit = exit;
desiredFrame = door.CurrentSequence.Length - 1;
} }
public void Selling(Actor self) { buildComplete = false; } public void Selling(Actor self) { buildComplete = false; }

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@@ -849,8 +849,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Value.Nodes.RemoveAll(p => p.Key == "-RenderBuilding"); node.Value.Nodes.RemoveAll(p => p.Key == "-RenderBuilding");
var doorOverlay = new MiniYamlNode("WithProductionDoorOverlay", ""); var doorOverlay = new MiniYamlNode("WithProductionDoorOverlay", "");
doorOverlay.Value.Nodes.Add(new MiniYamlNode("Sequence", "idle-top")); doorOverlay.Value.Nodes.Add(new MiniYamlNode("Sequence", "build-top"));
doorOverlay.Value.Nodes.Add(new MiniYamlNode("BuildSequence", "build-top"));
node.Value.Nodes.Add(doorOverlay); node.Value.Nodes.Add(doorOverlay);
} }
} }

View File

@@ -364,8 +364,7 @@ WEAP:
Range: 4c0 Range: 4c0
Bib: Bib:
WithProductionDoorOverlay: WithProductionDoorOverlay:
Sequence: idle-top Sequence: build-top
BuildSequence: build-top
RallyPoint: RallyPoint:
RallyPoint: 0,3 RallyPoint: 0,3
Exit@1: Exit@1:

View File

@@ -147,9 +147,6 @@ weap:
damaged-build-top: weap2 damaged-build-top: weap2
Start: 10 Start: 10
Length: 10 Length: 10
idle-top: weap2
damaged-idle-top: weap2
Start: 4
make: weapmake make: weapmake
Length: * Length: *
Tick: 80 Tick: 80

View File

@@ -762,8 +762,7 @@ WEAP:
Range: 4c0 Range: 4c0
Bib: Bib:
WithProductionDoorOverlay: WithProductionDoorOverlay:
Sequence: idle-top Sequence: build-top
BuildSequence: build-top
RallyPoint: RallyPoint:
Exit@1: Exit@1:
SpawnOffset: 213,-128,0 SpawnOffset: 213,-128,0

View File

@@ -236,9 +236,6 @@ weap:
damaged-build-top: weap2 damaged-build-top: weap2
Start: 4 Start: 4
Length: 4 Length: 4
idle-top: weap2
damaged-idle-top: weap2
Start: 4
bib: bib2 bib: bib2
Length: * Length: *
UseTilesetExtension: true UseTilesetExtension: true

View File

@@ -182,9 +182,6 @@ gaweap:
damaged-build-door: gtweap_d damaged-build-door: gtweap_d
Length: 9 Length: 9
ShadowStart: 9 ShadowStart: 9
idle-door: gtweap_d
damaged-idle-door: gtweap_d
Start: 1
make: gtweapmk make: gtweapmk
Length: 20 Length: 20
Tick: 80 Tick: 80
@@ -323,9 +320,6 @@ naweap:
Start: 10 Start: 10
Length: 10 Length: 10
ShadowStart: 20 ShadowStart: 20
idle-door: ntweap_b
damaged-idle-door: ntweap_b
Start: 1
make: ntweapmk make: ntweapmk
Length: 22 Length: 22
Tick: 80 Tick: 80