move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render
This commit is contained in:
68
OpenRA.Mods.RA/Render/RenderUnitTurreted.cs
Executable file
68
OpenRA.Mods.RA/Render/RenderUnitTurreted.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderUnitTurretedInfo : RenderUnitInfo
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{
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public override object Create(ActorInitializer init) { return new RenderUnitTurreted(init.self); }
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}
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class RenderUnitTurreted : RenderUnit
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{
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public RenderUnitTurreted(Actor self)
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: base(self)
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{
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var unit = self.traits.Get<Unit>();
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var turreted = self.traits.Get<Turreted>();
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var attack = self.traits.GetOrDefault<AttackBase>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
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turretAnim.Play( "turret" );
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if( attackInfo.PrimaryOffset != null )
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anims.Add("turret_1", new AnimationWithOffset(
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turretAnim,
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() => Combat.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
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null) { ZOffset = 1 });
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if (attackInfo.SecondaryOffset != null)
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anims.Add("turret_2", new AnimationWithOffset(
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turretAnim,
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() => Combat.GetTurretPosition(self, unit, attackInfo.SecondaryOffset, attack.secondaryRecoil),
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null) { ZOffset = 1 });
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if( attackInfo.MuzzleFlash )
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{
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var muzzleFlash = new Animation( GetImage(self), () => self.traits.Get<Turreted>().turretFacing );
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muzzleFlash.PlayFetchIndex( "muzzle",
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() => (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */
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anims.Add( "muzzle_flash", new AnimationWithOffset(
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muzzleFlash,
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() => Combat.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
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() => attack.primaryRecoil <= 0 ) );
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}
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}
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}
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}
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