Merge pull request #6396 from reaperrr/with-deathanim
Added WithDeathAnimation
This commit is contained in:
74
OpenRA.Mods.RA/Crushable.cs
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74
OpenRA.Mods.RA/Crushable.cs
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@@ -0,0 +1,74 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("This actor is crushable.")]
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class CrushableInfo : ITraitInfo
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{
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[Desc("Sound to play when being crushed.")]
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public readonly string CrushSound = null;
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[Desc("Which crush classes does this actor belong to.")]
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public readonly string[] CrushClasses = { "infantry" };
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[Desc("Probability of mobile actors noticing and evading a crush attempt.")]
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public readonly int WarnProbability = 75;
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[Desc("Will friendly units just crush me instead of pathing around.")]
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public readonly bool CrushedByFriendlies = false;
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public object Create(ActorInitializer init) { return new Crushable(init.self, this); }
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}
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class Crushable : ICrushable
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{
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readonly Actor self;
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readonly CrushableInfo info;
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public Crushable(Actor self, CrushableInfo info)
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{
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this.self = self;
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this.info = info;
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}
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public void WarnCrush(Actor crusher)
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{
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var mobile = self.TraitOrDefault<Mobile>();
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if (mobile != null && self.World.SharedRandom.Next(100) <= info.WarnProbability)
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mobile.Nudge(self, crusher, true);
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}
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public void OnCrush(Actor crusher)
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{
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Sound.Play(info.CrushSound, crusher.CenterPosition);
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var wda = self.TraitOrDefault<WithDeathAnimation>();
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if (wda != null)
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{
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var palette = wda.Info.DeathSequencePalette;
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if (wda.Info.DeathPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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wda.SpawnDeathAnimation(self, wda.Info.CrushedSequence, palette);
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}
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self.Kill(crusher);
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}
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public bool CrushableBy(string[] crushClasses, Player crushOwner)
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{
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if (!info.CrushedByFriendlies && crushOwner.IsAlliedWith(self.Owner))
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return false;
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return info.CrushClasses.Intersect(crushClasses).Any();
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}
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}
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}
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@@ -1,61 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class CrushableInfantryInfo : ITraitInfo, Requires<MobileInfo>, Requires<RenderInfantryInfo>
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{
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public readonly string CrushSound = null;
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public readonly string CorpseSequence = "die-crushed";
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public readonly string[] CrushClasses = { "infantry" };
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public readonly int WarnProbability = 75;
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public object Create(ActorInitializer init) { return new CrushableInfantry(init.self, this); }
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}
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class CrushableInfantry : ICrushable
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{
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readonly Actor self;
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readonly CrushableInfantryInfo Info;
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readonly RenderInfantry ri;
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public CrushableInfantry(Actor self, CrushableInfantryInfo info)
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{
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this.self = self;
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this.Info = info;
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ri = self.Trait<RenderInfantry>();
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}
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public void WarnCrush(Actor crusher)
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{
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if (self.World.SharedRandom.Next(100) <= Info.WarnProbability)
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self.Trait<Mobile>().Nudge(self, crusher, true);
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}
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public void OnCrush(Actor crusher)
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{
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Sound.Play(Info.CrushSound, crusher.CenterPosition);
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ri.SpawnCorpse(self, Info.CorpseSequence);
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self.Kill(crusher);
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}
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public bool CrushableBy(string[] crushClasses, Player crushOwner)
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{
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if (crushOwner.Stances[self.Owner] == Stance.Ally)
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return false;
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return Info.CrushClasses.Intersect(crushClasses).Any();
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}
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}
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}
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@@ -209,7 +209,7 @@
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<Compile Include="Crates\RevealMapCrateAction.cs" />
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<Compile Include="Crates\SupportPowerCrateAction.cs" />
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<Compile Include="CreateMPPlayers.cs" />
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<Compile Include="CrushableInfantry.cs" />
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<Compile Include="Crushable.cs" />
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<Compile Include="DeathSounds.cs" />
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<Compile Include="DemoTruck.cs" />
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<Compile Include="DetectCloaked.cs" />
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@@ -331,6 +331,7 @@
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<Compile Include="Render\RenderUnit.cs" />
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<Compile Include="Render\RenderUnitReload.cs" />
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<Compile Include="Render\WithBuildingExplosion.cs" />
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<Compile Include="Render\WithDeathAnimation.cs" />
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<Compile Include="Render\WithMuzzleFlash.cs" />
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<Compile Include="Render\RenderNameTag.cs" />
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<Compile Include="Render\WithRotor.cs" />
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@@ -21,10 +21,8 @@ namespace OpenRA.Mods.RA.Render
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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public readonly bool SpawnsCorpse = true;
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public readonly string MoveAnimation = "run";
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public readonly string AttackAnimation = "shoot";
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public readonly string DeathAnimationPrefix = "die";
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public readonly string[] IdleAnimations = { };
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public readonly string[] StandAnimations = { "stand" };
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@@ -48,7 +46,7 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyIdle
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{
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readonly RenderInfantryInfo info;
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readonly IMove move;
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@@ -151,29 +149,6 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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// TODO: Possibly move this into a separate trait
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public void Killed(Actor self, AttackInfo e)
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{
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// Killed by some non-standard means
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if (e.Warhead == null)
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return;
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if (info.SpawnsCorpse)
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{
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SpawnCorpse(self, info.DeathAnimationPrefix + (e.Warhead.DeathType));
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}
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}
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public void SpawnCorpse(Actor self, string sequence)
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{
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self.World.AddFrameEndTask(w =>
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{
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if (!self.Destroyed)
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w.Add(new Corpse(w, self.CenterPosition, GetImage(self),
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sequence, info.PlayerPalette + self.Owner.InternalName));
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});
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}
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enum AnimationState
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{
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Idle,
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75
OpenRA.Mods.RA/Render/WithDeathAnimation.cs
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75
OpenRA.Mods.RA/Render/WithDeathAnimation.cs
Normal file
@@ -0,0 +1,75 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Mods.RA.Effects;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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[Desc("This actor has a death animation.")]
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public class WithDeathAnimationInfo : ITraitInfo, Requires<RenderSimpleInfo>
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{
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[Desc("Sequence to play when this actor is killed by a warhead.")]
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public readonly string DeathSequence = "die";
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public readonly string DeathSequencePalette = "player";
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[Desc("Custom death animation palette is a player palette BaseName")]
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public readonly bool DeathPaletteIsPlayerPalette = true;
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[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
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public readonly bool UseDeathTypeSuffix = true;
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[Desc("Sequence to play when this actor is crushed.")]
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public readonly string CrushedSequence = "die-crushed";
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public readonly string CrushedSequencePalette = "effect";
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[Desc("Custom crushed animation palette is a player palette BaseName")]
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public readonly bool CrushedPaletteIsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithDeathAnimation(init.self, this); }
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}
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public class WithDeathAnimation : INotifyKilled
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{
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public readonly WithDeathAnimationInfo Info;
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readonly RenderSimple renderSimple;
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public WithDeathAnimation(Actor self, WithDeathAnimationInfo info)
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{
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Info = info;
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renderSimple = self.Trait<RenderSimple>();
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}
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public void Killed(Actor self, AttackInfo e)
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{
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// Killed by some non-standard means. This includes being crushed
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// by a vehicle (Actors with Crushable trait will spawn CrushedSequence instead).
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if (e.Warhead == null)
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return;
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var sequence = Info.DeathSequence;
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if (Info.UseDeathTypeSuffix)
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sequence += e.Warhead.DeathType;
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var palette = Info.DeathSequencePalette;
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if (Info.DeathPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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SpawnDeathAnimation(self, sequence, palette);
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}
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public void SpawnDeathAnimation(Actor self, string sequence, string palette)
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{
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self.World.AddFrameEndTask(w =>
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{
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if (!self.Destroyed)
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w.Add(new Corpse(w, self.CenterPosition, renderSimple.GetImage(self), sequence, palette));
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});
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}
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}
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}
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