Animation facing -> WAngle.

This commit is contained in:
Paul Chote
2020-05-08 18:57:28 +01:00
committed by atlimit8
parent 361e2d463c
commit fe58ed1283
26 changed files with 74 additions and 63 deletions

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@@ -23,7 +23,7 @@ namespace OpenRA.Graphics
public bool IsDecoration { get; set; }
readonly SequenceProvider sequenceProvider;
readonly Func<int> facingFunc;
readonly Func<WAngle> facingFunc;
readonly Func<bool> paused;
int frame;
@@ -33,15 +33,15 @@ namespace OpenRA.Graphics
Action tickFunc = () => { };
public Animation(World world, string name)
: this(world, name, () => 0) { }
: this(world, name, () => WAngle.Zero) { }
public Animation(World world, string name, Func<int> facingFunc)
public Animation(World world, string name, Func<WAngle> facingFunc)
: this(world, name, facingFunc, null) { }
public Animation(World world, string name, Func<bool> paused)
: this(world, name, () => 0, paused) { }
: this(world, name, () => WAngle.Zero, paused) { }
public Animation(World world, string name, Func<int> facingFunc, Func<bool> paused)
public Animation(World world, string name, Func<WAngle> facingFunc, Func<bool> paused)
{
sequenceProvider = world.Map.Rules.Sequences;
Name = name.ToLowerInvariant();
@@ -50,7 +50,7 @@ namespace OpenRA.Graphics
}
public int CurrentFrame { get { return backwards ? CurrentSequence.Length - frame - 1 : frame; } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, WAngle.FromFacing(facingFunc())); } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
public IRenderable[] Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
{
@@ -58,7 +58,7 @@ namespace OpenRA.Graphics
if (CurrentSequence.ShadowStart >= 0)
{
var shadow = CurrentSequence.GetShadow(CurrentFrame, WAngle.FromFacing(facingFunc()));
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
return new IRenderable[] { shadowRenderable, imageRenderable };
}
@@ -74,7 +74,7 @@ namespace OpenRA.Graphics
if (CurrentSequence.ShadowStart >= 0)
{
var shadow = CurrentSequence.GetShadow(CurrentFrame, WAngle.FromFacing(facingFunc()));
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
return new IRenderable[] { shadowRenderable, imageRenderable };

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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().FirstOrDefault();
// Show the correct turret facing
var facing = init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit>().Value(init.World) : t.InitialFacing;
var facing = WAngle.FromFacing(init.Contains<TurretFacingInit>() ? init.Get<TurretFacingInit>().Value(init.World) : t.InitialFacing);
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
@@ -47,11 +47,11 @@ namespace OpenRA.Mods.Cnc.Traits.Render
{
readonly Turreted turreted;
static Func<int> MakeTurretFacingFunc(Actor self)
static Func<WAngle> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
return () => turreted.TurretFacing;
return () => WAngle.FromFacing(turreted.TurretFacing);
}
public WithEmbeddedTurretSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)

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@@ -46,11 +46,11 @@ namespace OpenRA.Mods.Cnc.Traits.Render
readonly IFacing facing;
readonly Turreted turret;
static Func<int> MakeTurretFacingFunc(Actor self)
static Func<WAngle> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
return () => turreted.TurretFacing;
return () => WAngle.FromFacing(turreted.TurretFacing);
}
public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)

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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
public WithRoof(Actor self, WithRoofInfo info)
{
var rs = self.Trait<RenderSprites>();
var roof = new Animation(self.World, rs.GetImage(self), () => self.Trait<IFacing>().Facing);
var roof = new Animation(self.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
roof.Play(info.Sequence);
rs.Add(new AnimationWithOffset(roof, null, null, 1024));
}

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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Effects
this.visibleThroughFog = visibleThroughFog;
this.delay = delay;
pos = posFunc();
anim = new Animation(world, image, facingFunc);
anim = new Animation(world, image, () => WAngle.FromFacing(facingFunc()));
}
public void Tick(World world)

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@@ -67,20 +67,23 @@ namespace OpenRA.Mods.Common.Graphics
return () => orientation;
}
public Func<int> GetFacing()
public Func<WAngle> GetFacing()
{
var facingInfo = Actor.TraitInfoOrDefault<IFacingInfo>();
if (facingInfo == null)
return () => 0;
return () => WAngle.Zero;
// Dynamic facing takes priority
var dynamicInit = dict.GetOrDefault<DynamicFacingInit>();
if (dynamicInit != null)
return dynamicInit.Value(null);
{
var getFacing = dynamicInit.Value(null);
return () => WAngle.FromFacing(getFacing());
}
// Fall back to initial actor facing if an Init isn't available
var facingInit = dict.GetOrDefault<FacingInit>();
var facing = facingInit != null ? facingInit.Value(null) : facingInfo.GetInitialFacing();
var facing = WAngle.FromFacing(facingInit != null ? facingInit.Value(null) : facingInfo.GetInitialFacing());
return () => facing;
}

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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Projectiles
if (!string.IsNullOrEmpty(info.Image))
{
anim = new Animation(world, info.Image, new Func<int>(GetEffectiveFacing));
anim = new Animation(world, info.Image, new Func<WAngle>(GetEffectiveFacing));
anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
}
@@ -176,7 +176,7 @@ namespace OpenRA.Mods.Common.Projectiles
remainingBounces = info.BounceCount;
}
int GetEffectiveFacing()
WAngle GetEffectiveFacing()
{
var at = (float)ticks / (length - 1);
var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024);
@@ -184,9 +184,11 @@ namespace OpenRA.Mods.Common.Projectiles
var u = (facing % 128) / 128f;
var scale = 512 * u * (1 - u);
return (int)(facing < 128
var effective = (int)(facing < 128
? facing - scale * attitude
: facing + scale * attitude);
return WAngle.FromFacing(effective);
}
public void Tick(World world)
@@ -211,7 +213,7 @@ namespace OpenRA.Mods.Common.Projectiles
{
var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length);
world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom),
trailPalette, facing: GetEffectiveFacing())));
trailPalette, facing: GetEffectiveFacing().Facing)));
smokeTicks = info.TrailInterval;
}

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@@ -65,13 +65,14 @@ namespace OpenRA.Mods.Common.Projectiles
this.info = info;
this.args = args;
pos = args.Source;
var facing = WAngle.FromFacing(args.Facing);
var convertedVelocity = new WVec(info.Velocity.Y, -info.Velocity.X, info.Velocity.Z);
velocity = convertedVelocity.Rotate(WRot.FromFacing(args.Facing));
velocity = convertedVelocity.Rotate(WRot.FromYaw(facing));
acceleration = new WVec(info.Acceleration.Y, -info.Acceleration.X, info.Acceleration.Z);
if (!string.IsNullOrEmpty(info.Image))
{
anim = new Animation(args.SourceActor.World, info.Image, () => args.Facing);
anim = new Animation(args.SourceActor.World, info.Image, () => facing);
if (!string.IsNullOrEmpty(info.OpenSequence))
anim.PlayThen(info.OpenSequence, () => anim.PlayRepeating(info.Sequences.Random(args.SourceActor.World.SharedRandom)));

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@@ -203,7 +203,7 @@ namespace OpenRA.Mods.Common.Projectiles
WDist distanceCovered;
WDist rangeLimit;
int renderFacing;
WAngle renderFacing;
[Sync]
int hFacing;
@@ -835,7 +835,7 @@ namespace OpenRA.Mods.Common.Projectiles
else
move = HomingTick(world, tarDistVec, relTarHorDist);
renderFacing = new WVec(move.X, move.Y - move.Z, 0).Yaw.Facing;
renderFacing = new WVec(move.X, move.Y - move.Z, 0).Yaw;
// Move the missile
var lastPos = pos;
@@ -858,7 +858,7 @@ namespace OpenRA.Mods.Common.Projectiles
if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
{
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos - 3 * move / 2, w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom),
trailPalette, facing: renderFacing)));
trailPalette, facing: renderFacing.Facing)));
ticksToNextSmoke = info.TrailInterval;
}

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@@ -161,7 +161,7 @@ namespace OpenRA.Mods.Common.Traits
if (port == null)
return;
var muzzleFacing = targetYaw.Angle / 4;
var muzzleFacing = targetYaw.Facing;
paxFacing[a.Actor].Facing = muzzleFacing;
paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
@@ -172,7 +172,7 @@ namespace OpenRA.Mods.Common.Traits
if (a.Info.MuzzleSequence != null)
{
// Muzzle facing is fixed once the firing starts
var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
var muzzleAnim = new Animation(self.World, paxRender[a.Actor].GetImage(a.Actor), () => targetYaw);
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)

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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
{
this.info = info;
var anim = new Animation(self.World, "fire", () => 0);
var anim = new Animation(self.World, "fire");
anim.IsDecoration = true;
anim.PlayRepeating(info.Anim);
self.Trait<RenderSprites>().Add(anim);

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@@ -157,11 +157,13 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly List<AnimationWrapper> anims = new List<AnimationWrapper>();
string cachedImage;
public static Func<int> MakeFacingFunc(Actor self)
public static Func<WAngle> MakeFacingFunc(Actor self)
{
var facing = self.TraitOrDefault<IFacing>();
if (facing == null) return () => 0;
return () => facing.Facing;
if (facing == null)
return () => WAngle.Zero;
return () => WAngle.FromFacing(facing.Facing);
}
public RenderSprites(ActorInitializer init, RenderSpritesInfo info)

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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly Actor self;
public WithBridgeSpriteBody(ActorInitializer init, WithBridgeSpriteBodyInfo info)
: base(init, info, () => 0)
: base(init, info)
{
self = init.Self;
bridgeInfo = info;

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@@ -39,7 +39,7 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly AttackCharges attackCharges;
public WithChargeSpriteBody(ActorInitializer init, WithChargeSpriteBodyInfo info)
: base(init, info, () => 0)
: base(init, info)
{
attackCharges = init.Self.Trait<AttackCharges>();
ConfigureAnimation(init.Self);

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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits.Render
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var anim = new Animation(init.World, rs.Image, () => 0);
var anim = new Animation(init.World, rs.Image);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), IdleSequence));
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
}

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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly BridgeLayer bridgeLayer;
public WithDeadBridgeSpriteBody(ActorInitializer init, WithDeadBridgeSpriteBodyInfo info)
: base(init, info, () => 0)
: base(init, info)
{
bridgeInfo = info;
bridgeLayer = init.World.WorldActor.Trait<BridgeLayer>();

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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Traits.Render
bool renderOpen;
public WithGateSpriteBody(ActorInitializer init, WithGateSpriteBodyInfo info)
: base(init, info, () => 0)
: base(init, info)
{
gateBodyInfo = info;
gate = init.Self.Trait<Gate>();

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@@ -48,12 +48,15 @@ namespace OpenRA.Mods.Common.Traits.Render
if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
Func<int> facing;
Func<WAngle> facing;
if (init.Contains<DynamicFacingInit>())
facing = init.Get<DynamicFacingInit, Func<int>>();
{
var getFacing = init.Get<DynamicFacingInit, Func<int>>();
facing = () => WAngle.FromFacing(getFacing());
}
else
{
var f = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var f = WAngle.FromFacing(init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0);
facing = () => f;
}
@@ -61,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits.Render
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{

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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits.Render
{
readonly Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
readonly Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
readonly Func<int> getFacing;
readonly Func<WAngle> getFacing;
readonly Armament[] armaments;
public WithMuzzleOverlay(Actor self, WithMuzzleOverlayInfo info)
@@ -55,11 +55,11 @@ namespace OpenRA.Mods.Common.Traits.Render
// Workaround for broken ternary operators in certain versions of mono (3.10 and
// certain versions of the 3.8 series): https://bugzilla.xamarin.com/show_bug.cgi?id=23319
if (turreted != null)
getFacing = () => turreted.TurretFacing;
getFacing = () => WAngle.FromFacing(turreted.TurretFacing);
else if (facing != null)
getFacing = () => facing.Facing;
getFacing = () => WAngle.FromFacing(facing.Facing);
else
getFacing = () => 0;
getFacing = () => WAngle.Zero;
var muzzleFlash = new Animation(self.World, render.GetImage(self), getFacing);
visible.Add(barrel, false);
@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Traits.Render
var sequence = a.Info.MuzzleSequence;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
sequence += Util.QuantizeFacing(getFacing().Facing, a.Info.MuzzleSplitFacings).ToString();
visible[barrel] = true;
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);

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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits.Render
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var anim = new Animation(init.World, image, () => 0);
var anim = new Animation(init.World, image);
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
var bi = init.Actor.TraitInfo<BuildingInfo>();

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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.Common.Traits.Render
PlayerResources playerResources;
public WithResourceLevelSpriteBody(ActorInitializer init, WithResourceLevelSpriteBodyInfo info)
: base(init, info, () => 0)
: base(init, info)
{
this.info = info;
playerResources = init.Self.Owner.PlayerActor.Trait<PlayerResources>();

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@@ -46,11 +46,11 @@ namespace OpenRA.Mods.Common.Traits.Render
.First(tt => tt.Turret == armament.Turret);
var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, armament.Turret);
var anim = new Animation(init.World, image, turretFacing);
var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
Func<int> facing = init.GetFacing();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
var facing = init.GetFacing();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{
@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Traits.Render
.First(tt => tt.Name == armament.Info.Turret);
rs = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(turreted.TurretFacing));
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
rs.Add(new AnimationWithOffset(
DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 0)));

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@@ -56,9 +56,9 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly Animation boundsAnimation;
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
: this(init, info, () => 0) { }
: this(init, info, () => WAngle.Zero) { }
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<WAngle> baseFacing)
: base(info)
{
rs = init.Self.Trait<RenderSprites>();

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@@ -51,11 +51,11 @@ namespace OpenRA.Mods.Common.Traits.Render
.First(tt => tt.Turret == Turret);
var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, Turret);
var anim = new Animation(init.World, image, turretFacing);
var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
Func<int> facing = init.GetFacing();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
var facing = init.GetFacing();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
Func<WVec> offset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{
@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Traits.Render
arms = self.TraitsImplementing<Armament>()
.Where(w => w.Info.Turret == info.Turret).ToArray();
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.TurretFacing);
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(t.TurretFacing));
DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
rs.Add(new AnimationWithOffset(DefaultAnimation,
() => TurretOffset(self),

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@@ -72,7 +72,7 @@ namespace OpenRA.Mods.Common.Traits.Render
}
}
var anim = new Animation(init.World, image, () => 0);
var anim = new Animation(init.World, image);
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => adjacent);
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits.Render
void IWallConnector.SetDirty() { dirty = true; }
public WithWallSpriteBody(ActorInitializer init, WithWallSpriteBodyInfo info)
: base(init, info, () => 0)
: base(init, info)
{
wallInfo = info;
}

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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Traits
// Facing rotation
rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
var anim = new Animation(init.World, rs.GetImage(self), () => facing.Angle / 4);
var anim = new Animation(init.World, rs.GetImage(self), () => facing);
anim.PlayRepeating(info.Anim);
rs.Add(new AnimationWithOffset(anim, () => pos, null));
}