Replaced RenderGunboat with WithGunboatBody
Based on WithSpriteBody.
This commit is contained in:
@@ -81,7 +81,7 @@
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<Compile Include="Traits\AttackPopupTurreted.cs" />
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<Compile Include="Traits\Buildings\ProductionAirdrop.cs" />
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<Compile Include="Traits\PoisonedByTiberium.cs" />
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<Compile Include="Traits\Render\RenderGunboat.cs" />
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<Compile Include="Traits\Render\WithGunboatBody.cs" />
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<Compile Include="Traits\Render\WithCargo.cs" />
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<Compile Include="Traits\Render\WithDeliveryAnimation.cs" />
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<Compile Include="Traits\Render\WithRoof.cs" />
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@@ -1,71 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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class RenderGunboatInfo : RenderSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
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{
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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public readonly string LeftSequence = "left";
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public readonly string RightSequence = "right";
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public readonly string WakeLeftSequence = "wake-left";
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public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new RenderGunboat(init, this); }
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public int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
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{
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return 2;
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}
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}
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class RenderGunboat : RenderSprites, INotifyDamageStateChanged
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{
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Animation left, right;
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public RenderGunboat(ActorInitializer init, RenderGunboatInfo info)
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: base(init, info)
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{
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var name = GetImage(init.Self);
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var facing = init.Self.Trait<IFacing>();
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var turret = init.Self.TraitsImplementing<Turreted>()
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.First(t => t.Name == info.Turret);
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left = new Animation(init.World, name, () => turret.TurretFacing);
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left.Play(info.LeftSequence);
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Add(new AnimationWithOffset(left, null, () => facing.Facing > 128, 0));
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right = new Animation(init.World, name, () => turret.TurretFacing);
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right.Play(info.RightSequence);
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Add(new AnimationWithOffset(right, null, () => facing.Facing <= 128, 0));
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var leftWake = new Animation(init.World, name);
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leftWake.PlayRepeating(info.WakeLeftSequence);
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Add(new AnimationWithOffset(leftWake, null, () => facing.Facing > 128, -87));
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var rightWake = new Animation(init.World, name);
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rightWake.PlayRepeating(info.WakeRightSequence);
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Add(new AnimationWithOffset(rightWake, null, () => facing.Facing <= 128, -87));
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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left.ReplaceAnim(NormalizeSequence(left, e.DamageState, left.CurrentSequence.Name));
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right.ReplaceAnim(NormalizeSequence(right, e.DamageState, right.CurrentSequence.Name));
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}
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}
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}
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90
OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
Normal file
90
OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
Normal file
@@ -0,0 +1,90 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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class WithGunboatBodyInfo : WithSpriteBodyInfo, Requires<IBodyOrientationInfo>, Requires<IFacingInfo>, Requires<TurretedInfo>
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{
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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[SequenceReference] public readonly string LeftSequence = "left";
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[SequenceReference] public readonly string RightSequence = "right";
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[SequenceReference] public readonly string WakeLeftSequence = "wake-left";
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[SequenceReference] public readonly string WakeRightSequence = "wake-right";
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public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
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public override int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
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{
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return 2;
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}
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}
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class WithGunboatBody : WithSpriteBody, ITick
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{
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readonly WithGunboatBodyInfo info;
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readonly Animation wake;
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readonly RenderSprites rs;
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readonly IFacing facing;
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readonly Turreted turret;
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static Func<int> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
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return () => turreted.TurretFacing;
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}
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public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
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: base(init, info, MakeTurretFacingFunc(init.Self))
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{
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this.info = info;
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rs = init.Self.Trait<RenderSprites>();
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facing = init.Self.Trait<IFacing>();
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var name = rs.GetImage(init.Self);
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turret = init.Self.TraitsImplementing<Turreted>()
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.First(t => t.Name == info.Turret);
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turret.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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wake = new Animation(init.World, name);
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wake.PlayRepeating(info.WakeLeftSequence);
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rs.Add(new AnimationWithOffset(wake, null, null, -87));
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}
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public void Tick(Actor self)
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{
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if (facing.Facing <= 128)
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{
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var left = NormalizeSequence(self, info.LeftSequence);
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if (DefaultAnimation.CurrentSequence.Name != left)
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DefaultAnimation.ReplaceAnim(left);
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if (wake.CurrentSequence.Name != info.WakeLeftSequence)
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wake.ReplaceAnim(info.WakeLeftSequence);
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}
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else
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{
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var right = NormalizeSequence(self, info.RightSequence);
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if (DefaultAnimation.CurrentSequence.Name != right)
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DefaultAnimation.ReplaceAnim(right);
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if (wake.CurrentSequence.Name != info.WakeRightSequence)
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wake.ReplaceAnim(info.WakeRightSequence);
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}
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}
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}
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}
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@@ -1607,6 +1607,36 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20150715)
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{
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// Replaced RenderGunboat with RenderSprites + WithGunboatBody.
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if (depth == 0)
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{
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var childKeysGunboat = new[] { "Turret", "LeftSequence", "RightSequence", "WakeLeftSequence", "WakeRightSequence" };
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var rgb = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("RenderGunboat"));
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if (rgb != null)
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{
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rgb.Key = "WithGunboatBody";
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var rsNodes = rgb.Value.Nodes.Where(n => !childKeysGunboat.Contains(n.Key)).ToList();
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if (rsNodes.Any())
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node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", new MiniYaml("", rsNodes)));
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else
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node.Value.Nodes.Add(new MiniYamlNode("RenderSprites", ""));
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node.Value.Nodes.Add(new MiniYamlNode("AutoSelectionSize", ""));
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rgb.Value.Nodes.RemoveAll(n => rsNodes.Contains(n));
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rgb.Value.Nodes.Add(new MiniYamlNode("Sequence", "left"));
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}
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var rrgb = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("-RenderGunboat"));
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if (rrgb != null)
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rrgb.Key = "-WithGunboatBody";
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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@@ -22,7 +22,9 @@ BOAT:
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Weapon: BoatMissile
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LocalOffset: 85,-85,0, 85,85,0
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AttackTurreted:
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RenderGunboat:
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RenderSprites:
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WithGunboatBody:
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Sequence: left # Just a work-around to avoid crash
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Selectable:
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Bounds: 42,24
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AutoTarget:
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