Change terrain layers to track sequences instead of sprites.

This commit is contained in:
Paul Chote
2020-06-21 13:43:24 +01:00
committed by abcdefg30
parent 38b3fbbdbe
commit fdb66c769c
8 changed files with 90 additions and 67 deletions

View File

@@ -82,13 +82,13 @@ namespace OpenRA.Mods.Common.Traits
{
public string Type;
public int Depth;
public Sprite Sprite;
public ISpriteSequence Sequence;
}
public readonly SmudgeLayerInfo Info;
readonly Dictionary<CPos, Smudge> tiles = new Dictionary<CPos, Smudge>();
readonly Dictionary<CPos, Smudge> dirty = new Dictionary<CPos, Smudge>();
readonly Dictionary<string, Sprite[]> smudges = new Dictionary<string, Sprite[]>();
readonly Dictionary<string, ISpriteSequence> smudges = new Dictionary<string, ISpriteSequence>();
readonly World world;
TerrainSpriteLayer render;
@@ -102,22 +102,19 @@ namespace OpenRA.Mods.Common.Traits
var sequenceProvider = world.Map.Rules.Sequences;
var types = sequenceProvider.Sequences(Info.Sequence);
foreach (var t in types)
{
var seq = sequenceProvider.GetSequence(Info.Sequence, t);
var sprites = Exts.MakeArray(seq.Length, x => seq.GetSprite(x));
smudges.Add(t, sprites);
}
smudges.Add(t, sequenceProvider.GetSequence(Info.Sequence, t));
}
public void WorldLoaded(World w, WorldRenderer wr)
{
var first = smudges.First().Value.First();
var sheet = first.Sheet;
if (smudges.Values.Any(sprites => sprites.Any(s => s.Sheet != sheet)))
var sprites = smudges.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x))).ToList();
var sheet = sprites[0].Sheet;
var blendMode = sprites[0].BlendMode;
if (sprites.Any(s => s.Sheet != sheet))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = first.BlendMode;
if (smudges.Values.Any(sprites => sprites.Any(s => s.BlendMode != blendMode)))
if (sprites.Any(s => s.BlendMode != blendMode))
throw new InvalidDataException("Smudges specify different blend modes. "
+ "Try using different smudge types for smudges that use different blend modes.");
@@ -130,15 +127,16 @@ namespace OpenRA.Mods.Common.Traits
if (!smudges.ContainsKey(s.Type))
continue;
var seq = smudges[s.Type];
var smudge = new Smudge
{
Type = s.Type,
Depth = s.Depth,
Sprite = smudges[s.Type][s.Depth]
Sequence = seq
};
tiles.Add(kv.Key, smudge);
render.Update(kv.Key, smudge.Sprite);
render.Update(kv.Key, seq, s.Depth);
}
}
@@ -150,24 +148,21 @@ namespace OpenRA.Mods.Common.Traits
if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
world.AddFrameEndTask(w => w.Add(new SpriteEffect(world.Map.CenterOfCell(loc), w, Info.SmokeType, Info.SmokeSequence, Info.SmokePalette)));
// A null Sprite indicates a deleted smudge.
if ((!dirty.ContainsKey(loc) || dirty[loc].Sprite == null) && !tiles.ContainsKey(loc))
// A null Sequence indicates a deleted smudge.
if ((!dirty.ContainsKey(loc) || dirty[loc].Sequence == null) && !tiles.ContainsKey(loc))
{
// No smudge; create a new one
var st = smudges.Keys.Random(Game.CosmeticRandom);
dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
dirty[loc] = new Smudge { Type = st, Depth = 0, Sequence = smudges[st] };
}
else
{
// Existing smudge; make it deeper
// A null Sprite indicates a deleted smudge.
var tile = dirty.ContainsKey(loc) && dirty[loc].Sprite != null ? dirty[loc] : tiles[loc];
// A null Sequence indicates a deleted smudge.
var tile = dirty.ContainsKey(loc) && dirty[loc].Sequence != null ? dirty[loc] : tiles[loc];
var maxDepth = smudges[tile.Type].Length;
if (tile.Depth < maxDepth - 1)
{
tile.Depth++;
tile.Sprite = smudges[tile.Type][tile.Depth];
}
dirty[loc] = tile;
}
@@ -180,8 +175,8 @@ namespace OpenRA.Mods.Common.Traits
var tile = dirty.ContainsKey(loc) ? dirty[loc] : default(Smudge);
// Setting Sprite to null to indicate a deleted smudge.
tile.Sprite = null;
// Setting Sequence to null to indicate a deleted smudge.
tile.Sequence = null;
dirty[loc] = tile;
}
@@ -192,12 +187,18 @@ namespace OpenRA.Mods.Common.Traits
{
if (!self.World.FogObscures(kv.Key))
{
// A null Sprite indicates a deleted smudge.
if (kv.Value.Sprite == null)
// A null Sequence
if (kv.Value.Sequence == null)
{
tiles.Remove(kv.Key);
render.Clear(kv.Key);
}
else
tiles[kv.Key] = kv.Value;
render.Update(kv.Key, kv.Value.Sprite);
{
var smudge = kv.Value;
tiles[kv.Key] = smudge;
render.Update(kv.Key, smudge.Sequence, smudge.Depth);
}
remove.Add(kv.Key);
}