Merge the 3 turret rendering traits into WithTurret.

This commit is contained in:
Paul Chote
2013-04-08 03:04:20 +12:00
parent b7ea36b858
commit c91f0dfd2f
14 changed files with 137 additions and 149 deletions

View File

@@ -310,7 +310,6 @@
<Compile Include="Render\RenderBuildingCharge.cs" />
<Compile Include="Render\RenderBuildingSilo.cs" />
<Compile Include="Render\RenderBuildingTurreted.cs" />
<Compile Include="Render\RenderBuildingSeparateTurret.cs" />
<Compile Include="Render\RenderBuildingWall.cs" />
<Compile Include="Render\RenderBuildingWarFactory.cs" />
<Compile Include="Render\RenderEditorOnly.cs" />
@@ -321,7 +320,6 @@
<Compile Include="Render\RenderSpy.cs" />
<Compile Include="Render\RenderUnit.cs" />
<Compile Include="Render\RenderUnitReload.cs" />
<Compile Include="Render\RenderUnitTurreted.cs" />
<Compile Include="Render\WithBuildingExplosion.cs" />
<Compile Include="Render\WithMuzzleFlash.cs" />
<Compile Include="Render\WithRotor.cs" />
@@ -437,6 +435,7 @@
<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
<Compile Include="Widgets\ColorMixerWidget.cs" />
<Compile Include="Widgets\HueSliderWidget.cs" />
<Compile Include="Render\WithTurret.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -1,41 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA.Buildings;
namespace OpenRA.Mods.RA.Render
{
class RenderBuildingSeparateTurretInfo : RenderBuildingInfo, Requires<TurretedInfo>, Requires<AttackBaseInfo>
{
public override object Create(ActorInitializer init) { return new RenderBuildingSeparateTurret(init, this); }
}
class RenderBuildingSeparateTurret : RenderBuilding
{
public RenderBuildingSeparateTurret(ActorInitializer init, RenderBuildingInfo info)
: base(init, info)
{
var self = init.self;
var turreted = self.TraitsImplementing<Turreted>();
var i = 0;
foreach (var t in turreted)
{
var anim = new Animation(GetImage(self), () => t.turretFacing);
anim.Play("turret");
anims.Add("turret_{0}".F(i++), new AnimationWithOffset(anim,
wr => wr.ScreenPxOffset(t.Position(self)), null));
}
}
}
}

View File

@@ -32,25 +32,4 @@ namespace OpenRA.Mods.RA.Render
base.Tick(self);
}
}
/* TODO: native elevation support on turrets, and this dies? */
class RenderUnitTurretedAimInfo : RenderUnitTurretedInfo
{
public override object Create(ActorInitializer init) { return new RenderUnitTurretedAim(init.self); }
}
class RenderUnitTurretedAim : RenderUnitTurreted
{
public RenderUnitTurretedAim(Actor self)
: base(self) { }
public override void Tick(Actor self)
{
var attack = self.TraitOrDefault<AttackBase>();
var isAttacking = attack.IsAttacking;
anims["turret_0"].Animation.ReplaceAnim(isAttacking ? "aim" : "turret");
base.Tick(self);
}
}
}

View File

@@ -1,58 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderUnitTurretedInfo : RenderUnitInfo, Requires<TurretedInfo>, Requires<AttackBaseInfo>
{
public override object Create(ActorInitializer init) { return new RenderUnitTurreted(init.self); }
}
class RenderUnitTurreted : RenderUnit
{
public RenderUnitTurreted(Actor self)
: base(self)
{
var facing = self.Trait<IFacing>();
var turreted = self.TraitsImplementing<Turreted>();
var i = 0;
foreach (var t in turreted)
{
var turret = t;
var anim = new Animation(GetImage(self), () => turret.turretFacing);
anim.Play("turret");
anims.Add("turret_{0}".F(i++), new AnimationWithOffset(anim,
wr => TurretPosition(self, wr, turret, facing), null));
}
}
float2 TurretPosition(Actor self, WorldRenderer wr, Turreted t, IFacing facing)
{
var recoil = self.TraitsImplementing<Armament>()
.Where(w => w.Info.Turret == t.Name)
.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
var bodyOrientation = QuantizeOrientation(self, self.Orientation);
var turretOrientation = QuantizeOrientation(self, t.LocalOrientation(self));
var worldPos = t.Position(self) + LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
return wr.ScreenPxOffset(worldPos);
}
}
}

View File

@@ -0,0 +1,81 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class WithTurretInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<TurretedInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "turret";
[Desc("Sequence name to use when prepared to fire")]
public readonly string AimSequence = null;
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
public object Create(ActorInitializer init) { return new WithTurret(init.self, this); }
}
class WithTurret : ITick
{
WithTurretInfo info;
RenderSimple rs;
AttackBase ab;
Turreted t;
IEnumerable<Armament> arms;
Animation anim;
public WithTurret(Actor self, WithTurretInfo info)
{
this.info = info;
rs = self.Trait<RenderSimple>();
ab = self.TraitOrDefault<AttackBase>();
t = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == info.Turret);
arms = self.TraitsImplementing<Armament>()
.Where(w => w.Info.Turret == info.Turret);
anim = new Animation(rs.GetImage(self), () => t.turretFacing);
anim.Play(info.Sequence);
rs.anims.Add("turret_{0}".F(info.Turret), new AnimationWithOffset(
anim,
wr => TurretPosition(self, wr),
null) { ZOffset = 1 });
}
int2 TurretPosition(Actor self, WorldRenderer wr)
{
var recoil = arms.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
var bodyOrientation = rs.QuantizeOrientation(self, self.Orientation);
var turretOrientation = rs.QuantizeOrientation(self, t.LocalOrientation(self));
var worldPos = t.Position(self) + rs.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
return wr.ScreenPxOffset(worldPos);
}
public void Tick(Actor self)
{
if (info.AimSequence == null)
return;
var sequence = ab.IsAttacking ? info.AimSequence : info.Sequence;
rs.anims["turret_{0}".F(info.Turret)].Animation.ReplaceAnim(sequence);
}
}
}