Move MuzzleFlash definition onto Armament.
This commit is contained in:
@@ -44,6 +44,12 @@ namespace OpenRA.Mods.RA
|
||||
[Desc("Recoil recovery per-frame")]
|
||||
public readonly WRange RecoilRecovery = new WRange(9);
|
||||
|
||||
[Desc("Muzzle flash sequence to render")]
|
||||
public readonly string MuzzleSequence = null;
|
||||
|
||||
[Desc("Use multiple muzzle images if non-zero")]
|
||||
public readonly int MuzzleSplitFacings = 0;
|
||||
|
||||
public object Create(ActorInitializer init) { return new Armament(init.self, this); }
|
||||
}
|
||||
|
||||
|
||||
@@ -19,67 +19,56 @@ namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
public readonly string Sequence = "muzzle";
|
||||
|
||||
[Desc("Armament name")]
|
||||
public readonly string Armament = "primary";
|
||||
|
||||
[Desc("Are the muzzle facings split into multiple shps?")]
|
||||
public readonly bool SplitFacings = false;
|
||||
|
||||
[Desc("Number of separate facing images that are defined in the sequences.")]
|
||||
public readonly int FacingCount = 8;
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
|
||||
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self); }
|
||||
}
|
||||
|
||||
class WithMuzzleFlash : INotifyAttack, IRender, ITick
|
||||
{
|
||||
readonly WithMuzzleFlashInfo info;
|
||||
Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
|
||||
Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
|
||||
Func<int> getFacing;
|
||||
|
||||
public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
|
||||
public WithMuzzleFlash(Actor self)
|
||||
{
|
||||
this.info = info;
|
||||
var render = self.Trait<RenderSprites>();
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
|
||||
var arm = self.TraitsImplementing<Armament>()
|
||||
.Single(a => a.Info.Name == info.Armament);
|
||||
|
||||
foreach (var b in arm.Barrels)
|
||||
foreach (var arm in self.TraitsImplementing<Armament>())
|
||||
{
|
||||
var barrel = b;
|
||||
var turreted = self.TraitsImplementing<Turreted>()
|
||||
.FirstOrDefault(t => t.Name == arm.Info.Turret);
|
||||
// Skip armaments that don't define muzzles
|
||||
if (arm.Info.MuzzleSequence == null)
|
||||
continue;
|
||||
|
||||
getFacing = turreted != null ? () => turreted.turretFacing :
|
||||
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
|
||||
foreach (var b in arm.Barrels)
|
||||
{
|
||||
var barrel = b;
|
||||
var turreted = self.TraitsImplementing<Turreted>()
|
||||
.FirstOrDefault(t => t.Name == arm.Info.Turret);
|
||||
|
||||
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
|
||||
visible.Add(barrel, false);
|
||||
anims.Add(barrel,
|
||||
new AnimationWithOffset(muzzleFlash,
|
||||
() => arm.MuzzleOffset(self, barrel),
|
||||
() => !visible[barrel],
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 2)));
|
||||
getFacing = turreted != null ? () => turreted.turretFacing :
|
||||
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
|
||||
|
||||
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
|
||||
visible.Add(barrel, false);
|
||||
anims.Add(barrel,
|
||||
new AnimationWithOffset(muzzleFlash,
|
||||
() => arm.MuzzleOffset(self, barrel),
|
||||
() => !visible[barrel],
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 2)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (a.Info.Name != info.Armament)
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
if (sequence == null)
|
||||
return;
|
||||
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += Traits.Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
visible[barrel] = true;
|
||||
var sequence = info.Sequence;
|
||||
|
||||
if (info.SplitFacings)
|
||||
sequence += Traits.Util.QuantizeFacing(getFacing(), info.FacingCount).ToString();
|
||||
|
||||
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user