Add particle smoke effects.
This commit is contained in:
committed by
Gustas
parent
069b7c5500
commit
af2b32e7ba
94
OpenRA.Mods.Common/Effects/FloatingSprite.cs
Normal file
94
OpenRA.Mods.Common/Effects/FloatingSprite.cs
Normal file
@@ -0,0 +1,94 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.Effects;
|
||||
using OpenRA.Graphics;
|
||||
|
||||
namespace OpenRA.Mods.Common.Effects
|
||||
{
|
||||
class FloatingSprite : IEffect, ISpatiallyPartitionable
|
||||
{
|
||||
readonly WDist[] speed;
|
||||
readonly WDist[] gravity;
|
||||
readonly Animation anim;
|
||||
|
||||
readonly bool visibleThroughFog;
|
||||
readonly int turnRate;
|
||||
readonly int randomRate;
|
||||
readonly string palette;
|
||||
|
||||
WPos pos;
|
||||
WVec offset;
|
||||
int lifetime;
|
||||
int ticks;
|
||||
WAngle facing;
|
||||
|
||||
public FloatingSprite(Actor emitter, string image, string[] sequences, string palette, bool isPlayerPalette,
|
||||
int[] lifetime, WDist[] speed, WDist[] gravity, int turnRate, int randomRate, WPos pos, WAngle facing,
|
||||
bool visibleThroughFog = false)
|
||||
{
|
||||
var world = emitter.World;
|
||||
this.pos = pos;
|
||||
this.turnRate = turnRate;
|
||||
this.randomRate = randomRate;
|
||||
this.speed = speed;
|
||||
this.gravity = gravity;
|
||||
this.visibleThroughFog = visibleThroughFog;
|
||||
this.facing = facing;
|
||||
|
||||
anim = new Animation(world, image, () => facing);
|
||||
anim.PlayRepeating(sequences.Random(world.LocalRandom));
|
||||
world.ScreenMap.Add(this, pos, anim.Image);
|
||||
this.lifetime = Util.RandomInRange(world.LocalRandom, lifetime);
|
||||
|
||||
this.palette = isPlayerPalette ? palette + emitter.Owner.InternalName : palette;
|
||||
}
|
||||
|
||||
public void Tick(World world)
|
||||
{
|
||||
if (--lifetime < 0)
|
||||
{
|
||||
world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
|
||||
return;
|
||||
}
|
||||
|
||||
if (--ticks < 0)
|
||||
{
|
||||
var forward = Util.RandomDistance(world.LocalRandom, speed).Length;
|
||||
var height = Util.RandomDistance(world.LocalRandom, gravity).Length;
|
||||
|
||||
offset = new WVec(forward, 0, height);
|
||||
|
||||
if (turnRate > 0)
|
||||
facing = WAngle.FromFacing(Util.NormalizeFacing(facing.Facing + world.LocalRandom.Next(-turnRate, turnRate)));
|
||||
|
||||
offset = offset.Rotate(WRot.FromYaw(facing));
|
||||
|
||||
ticks = randomRate;
|
||||
}
|
||||
|
||||
anim.Tick();
|
||||
|
||||
pos += offset;
|
||||
|
||||
world.ScreenMap.Update(this, pos, anim.Image);
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
||||
{
|
||||
if (!visibleThroughFog && wr.World.FogObscures(pos))
|
||||
return SpriteRenderable.None;
|
||||
|
||||
return anim.Render(pos, wr.Palette(palette));
|
||||
}
|
||||
}
|
||||
}
|
||||
111
OpenRA.Mods.Common/Traits/Render/FloatingSpriteEmitter.cs
Normal file
111
OpenRA.Mods.Common/Traits/Render/FloatingSpriteEmitter.cs
Normal file
@@ -0,0 +1,111 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Mods.Common.Effects;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Spawns moving sprite effects.")]
|
||||
public class FloatingSpriteEmitterInfo : ConditionalTraitInfo, IRulesetLoaded
|
||||
{
|
||||
[FieldLoader.Require]
|
||||
[Desc("The time between individual particle creation. Two values mean actual lifetime will vary between them.")]
|
||||
public readonly int[] Lifetime;
|
||||
|
||||
[FieldLoader.Require]
|
||||
[Desc("The time in ticks until stop spawning. -1 means forever.")]
|
||||
public readonly int Duration = -1;
|
||||
|
||||
[Desc("Randomised offset for the particle emitter.")]
|
||||
public readonly WVec[] Offset = { WVec.Zero };
|
||||
|
||||
[Desc("Randomized particle forward movement.")]
|
||||
public readonly WDist[] Speed = { WDist.Zero };
|
||||
|
||||
[Desc("Randomized particle gravity.")]
|
||||
public readonly WDist[] Gravity = { WDist.Zero };
|
||||
|
||||
[Desc("Randomize particle facing.")]
|
||||
public readonly bool RandomFacing = true;
|
||||
|
||||
[Desc("Randomize particle turnrate.")]
|
||||
public readonly int TurnRate = 0;
|
||||
|
||||
[Desc("The rate at which particle movement properties are reset.")]
|
||||
public readonly int RandomRate = 4;
|
||||
|
||||
[Desc("How many particles should spawn. Two values for a random range.")]
|
||||
public readonly int[] SpawnFrequency = { 1 };
|
||||
|
||||
[Desc("Which image to use.")]
|
||||
public readonly string Image = "smoke";
|
||||
|
||||
[Desc("Which sequence to use.")]
|
||||
[SequenceReference(nameof(Image))]
|
||||
public readonly string[] Sequences = { "particles" };
|
||||
|
||||
[Desc("Which palette to use.")]
|
||||
[PaletteReference(nameof(IsPlayerPalette))]
|
||||
public readonly string Palette = "effect";
|
||||
|
||||
public readonly bool IsPlayerPalette = false;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new FloatingSpriteEmitter(init.Self, this); }
|
||||
}
|
||||
|
||||
public class FloatingSpriteEmitter : ConditionalTrait<FloatingSpriteEmitterInfo>, ITick
|
||||
{
|
||||
readonly WVec offset;
|
||||
|
||||
IFacing facing;
|
||||
int ticks;
|
||||
int duration;
|
||||
|
||||
public FloatingSpriteEmitter(Actor self, FloatingSpriteEmitterInfo info)
|
||||
: base(info)
|
||||
{
|
||||
offset = Util.RandomVector(self.World.SharedRandom, Info.Offset);
|
||||
}
|
||||
|
||||
protected override void Created(Actor self)
|
||||
{
|
||||
facing = self.TraitOrDefault<IFacing>();
|
||||
|
||||
base.Created(self);
|
||||
}
|
||||
|
||||
protected override void TraitEnabled(Actor self)
|
||||
{
|
||||
base.TraitEnabled(self);
|
||||
|
||||
duration = Info.Duration;
|
||||
}
|
||||
|
||||
void ITick.Tick(Actor self)
|
||||
{
|
||||
if (IsTraitDisabled)
|
||||
return;
|
||||
|
||||
if (Info.Duration > 0 && --duration < 0)
|
||||
return;
|
||||
|
||||
if (--ticks < 0)
|
||||
{
|
||||
ticks = Util.RandomInRange(self.World.LocalRandom, Info.SpawnFrequency);
|
||||
|
||||
var spawnFacing = (!Info.RandomFacing && facing != null) ? facing.Facing : WAngle.FromFacing(self.World.LocalRandom.Next(256));
|
||||
self.World.AddFrameEndTask(w => w.Add(new FloatingSprite(self, Info.Image, Info.Sequences, Info.Palette, Info.IsPlayerPalette,
|
||||
Info.Lifetime, Info.Speed, Info.Gravity, Info.TurnRate, Info.RandomRate, self.CenterPosition + offset, spawnFacing)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -233,6 +233,31 @@ namespace OpenRA.Mods.Common
|
||||
: t.Name;
|
||||
}
|
||||
|
||||
public static WDist RandomDistance(MersenneTwister random, WDist[] distance)
|
||||
{
|
||||
if (distance.Length == 0)
|
||||
return WDist.Zero;
|
||||
|
||||
if (distance.Length == 1)
|
||||
return distance[0];
|
||||
|
||||
return new WDist(random.Next(distance[0].Length, distance[1].Length));
|
||||
}
|
||||
|
||||
public static WVec RandomVector(MersenneTwister random, WVec[] vector)
|
||||
{
|
||||
if (vector.Length == 0)
|
||||
return WVec.Zero;
|
||||
|
||||
if (vector.Length == 1)
|
||||
return vector[0];
|
||||
|
||||
var x = random.Next(vector[0].X, vector[1].X);
|
||||
var y = random.Next(vector[0].Y, vector[1].Y);
|
||||
var z = random.Next(vector[0].Z, vector[1].Z);
|
||||
return new WVec(x, y, z);
|
||||
}
|
||||
|
||||
public static string FriendlyTypeName(Type t)
|
||||
{
|
||||
if (t.IsEnum)
|
||||
|
||||
Reference in New Issue
Block a user