Add particle smoke effects.
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Gustas
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111
OpenRA.Mods.Common/Traits/Render/FloatingSpriteEmitter.cs
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111
OpenRA.Mods.Common/Traits/Render/FloatingSpriteEmitter.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Spawns moving sprite effects.")]
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public class FloatingSpriteEmitterInfo : ConditionalTraitInfo, IRulesetLoaded
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{
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[FieldLoader.Require]
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[Desc("The time between individual particle creation. Two values mean actual lifetime will vary between them.")]
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public readonly int[] Lifetime;
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[FieldLoader.Require]
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[Desc("The time in ticks until stop spawning. -1 means forever.")]
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public readonly int Duration = -1;
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[Desc("Randomised offset for the particle emitter.")]
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public readonly WVec[] Offset = { WVec.Zero };
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[Desc("Randomized particle forward movement.")]
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public readonly WDist[] Speed = { WDist.Zero };
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[Desc("Randomized particle gravity.")]
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public readonly WDist[] Gravity = { WDist.Zero };
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[Desc("Randomize particle facing.")]
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public readonly bool RandomFacing = true;
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[Desc("Randomize particle turnrate.")]
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public readonly int TurnRate = 0;
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[Desc("The rate at which particle movement properties are reset.")]
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public readonly int RandomRate = 4;
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[Desc("How many particles should spawn. Two values for a random range.")]
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public readonly int[] SpawnFrequency = { 1 };
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[Desc("Which image to use.")]
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public readonly string Image = "smoke";
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[Desc("Which sequence to use.")]
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[SequenceReference(nameof(Image))]
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public readonly string[] Sequences = { "particles" };
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[Desc("Which palette to use.")]
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[PaletteReference(nameof(IsPlayerPalette))]
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public readonly string Palette = "effect";
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public readonly bool IsPlayerPalette = false;
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public override object Create(ActorInitializer init) { return new FloatingSpriteEmitter(init.Self, this); }
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}
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public class FloatingSpriteEmitter : ConditionalTrait<FloatingSpriteEmitterInfo>, ITick
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{
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readonly WVec offset;
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IFacing facing;
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int ticks;
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int duration;
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public FloatingSpriteEmitter(Actor self, FloatingSpriteEmitterInfo info)
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: base(info)
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{
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offset = Util.RandomVector(self.World.SharedRandom, Info.Offset);
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}
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protected override void Created(Actor self)
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{
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facing = self.TraitOrDefault<IFacing>();
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base.Created(self);
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}
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protected override void TraitEnabled(Actor self)
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{
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base.TraitEnabled(self);
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duration = Info.Duration;
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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if (Info.Duration > 0 && --duration < 0)
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return;
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if (--ticks < 0)
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{
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ticks = Util.RandomInRange(self.World.LocalRandom, Info.SpawnFrequency);
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var spawnFacing = (!Info.RandomFacing && facing != null) ? facing.Facing : WAngle.FromFacing(self.World.LocalRandom.Next(256));
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self.World.AddFrameEndTask(w => w.Add(new FloatingSprite(self, Info.Image, Info.Sequences, Info.Palette, Info.IsPlayerPalette,
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Info.Lifetime, Info.Speed, Info.Gravity, Info.TurnRate, Info.RandomRate, self.CenterPosition + offset, spawnFacing)));
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}
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}
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}
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}
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