#region Copyright & License Information /* * Copyright 2007-2015 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Renders a parachute on units.")] public class WithParachuteInfo : UpgradableTraitInfo, ITraitInfo, IRenderActorPreviewSpritesInfo, Requires, Requires { [Desc("The image that contains the parachute sequences.")] public readonly string Image = null; [Desc("Parachute opening sequence.")] [SequenceReference("Image")] public readonly string OpeningSequence = null; [Desc("Parachute idle sequence.")] [SequenceReference("Image")] public readonly string Sequence = null; [Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")] [SequenceReference("Image")] public readonly string ClosingSequence = null; [Desc("Palette used to render the parachute.")] public readonly string Palette = "player"; [Desc("Parachute position relative to the paradropped unit.")] public readonly WVec Offset = new WVec(0, 0, 384); [Desc("The image that contains the shadow sequence for the paradropped unit.")] public readonly string ShadowImage = null; [Desc("Paradropped unit's shadow sequence.")] [SequenceReference("ShadowImage")] public readonly string ShadowSequence = null; [Desc("Palette used to render the paradropped unit's shadow.")] public readonly string ShadowPalette = "shadow"; [Desc("Shadow position relative to the paradropped unit's intended landing position.")] public readonly WVec ShadowOffset = new WVec(0, 128, 0); [Desc("Z-offset to apply on the shadow sequence.")] public readonly int ShadowZOffset = 0; public override object Create(ActorInitializer init) { return new WithParachute(init.Self, this); } public IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) { if (UpgradeMinEnabledLevel > 0) yield break; if (image == null) yield break; // For this, image must not be null if (Palette != null) p = init.WorldRenderer.Palette(Palette); var anim = new Animation(init.World, image); anim.PlayThen(OpeningSequence, () => anim.PlayRepeating(Sequence)); var body = init.Actor.Traits.Get(); var facing = init.Contains() ? init.Get() : 0; var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings); var offset = body.LocalToWorld(Offset.Rotate(orientation)); yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale); } } public class WithParachute : UpgradableTrait, IRender { readonly Animation shadow; readonly AnimationWithOffset anim; readonly WithParachuteInfo info; bool renderProlonged = false; public WithParachute(Actor self, WithParachuteInfo info) : base(info) { this.info = info; if (info.ShadowImage != null) { shadow = new Animation(self.World, info.ShadowImage); shadow.PlayRepeating(info.ShadowSequence); } if (info.Image == null) return; // For this, info.Image must not be null var overlay = new Animation(self.World, info.Image); var body = self.Trait(); anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => IsTraitDisabled && !renderProlonged, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 1)); var rs = self.Trait(); rs.Add(anim, info.Palette); } protected override void UpgradeEnabled(Actor self) { if (info.Image == null) return; anim.Animation.PlayThen(info.OpeningSequence, () => anim.Animation.PlayRepeating(info.Sequence)); } protected override void UpgradeDisabled(Actor self) { if (info.Image == null) return; renderProlonged = true; if (!string.IsNullOrEmpty(info.ClosingSequence)) anim.Animation.PlayThen(info.ClosingSequence, () => renderProlonged = false); else anim.Animation.PlayBackwardsThen(info.OpeningSequence, () => renderProlonged = false); } public IEnumerable Render(Actor self, WorldRenderer wr) { if (info.ShadowImage == null) yield break; if (IsTraitDisabled) yield break; if (self.IsDead || !self.IsInWorld) yield break; if (self.World.FogObscures(self)) yield break; shadow.Tick(); var pos = self.CenterPosition - new WVec(0, 0, self.CenterPosition.Z); yield return new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, wr.Palette(info.ShadowPalette), 1, true); } } }