#region Copyright & License Information /* * Copyright 2007-2013 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.RA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA.Render { public class WithVoxelTurretInfo : ITraitInfo, IRenderActorPreviewVoxelsInfo, Requires, Requires { [Desc("Voxel sequence name to use")] public readonly string Sequence = "turret"; [Desc("Turreted 'Turret' key to display")] public readonly string Turret = "primary"; public object Create(ActorInitializer init) { return new WithVoxelTurret(init.self, this); } public IEnumerable RenderPreviewVoxels(ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p) { var body = init.Actor.Traits.Get(); var t = init.Actor.Traits.WithInterface() .First(tt => tt.Turret == Turret); var voxel = VoxelProvider.GetVoxel(image, Sequence); var turretOffset = body.LocalToWorld(t.Offset.Rotate(orientation)); var turretBodyOrientation = new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing) - orientation.Yaw); var turretOrientation = new[] { turretBodyOrientation, body.QuantizeOrientation(orientation, facings) }; yield return new VoxelAnimation(voxel, () => turretOffset, () => turretOrientation, () => false, () => 0); } } public class WithVoxelTurret { Actor self; Turreted turreted; IBodyOrientation body; public WithVoxelTurret(Actor self, WithVoxelTurretInfo info) { this.self = self; body = self.Trait(); turreted = self.TraitsImplementing() .First(tt => tt.Name == info.Turret); var rv = self.Trait(); rv.Add(new VoxelAnimation(VoxelProvider.GetVoxel(rv.Image, info.Sequence), () => turreted.Position(self), () => TurretRotation(), () => false, () => 0)); } IEnumerable TurretRotation() { var b = self.Orientation; var qb = body.QuantizeOrientation(self, b); yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw); yield return qb; } } }