#region Copyright & License Information /* * Copyright 2007-2021 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Mods.Common.Traits.Render; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Cnc.Traits.Render { // TODO: This trait is hacky and should go away as soon as we support granting a condition on docking, in favor of toggling two regular WithVoxelBodies public class WithVoxelUnloadBodyInfo : TraitInfo, IRenderActorPreviewVoxelsInfo, Requires { [Desc("Voxel sequence name to use when docked to a refinery.")] public readonly string UnloadSequence = "unload"; [Desc("Voxel sequence name to use when undocked from a refinery.")] public readonly string IdleSequence = "idle"; [Desc("Defines if the Voxel should have a shadow.")] public readonly bool ShowShadow = true; public override object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.Self, this); } public IEnumerable RenderPreviewVoxels( ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func orientation, int facings, PaletteReference p) { var body = init.Actor.TraitInfo(); var model = init.World.ModelCache.GetModelSequence(image, IdleSequence); yield return new ModelAnimation(model, () => WVec.Zero, () => body.QuantizeOrientation(orientation(), facings), () => false, () => 0, ShowShadow); } } public class WithVoxelUnloadBody : IAutoMouseBounds { public bool Docked; readonly ModelAnimation modelAnimation; readonly RenderVoxels rv; public WithVoxelUnloadBody(Actor self, WithVoxelUnloadBodyInfo info) { var body = self.Trait(); rv = self.Trait(); var idleModel = self.World.ModelCache.GetModelSequence(rv.Image, info.IdleSequence); modelAnimation = new ModelAnimation(idleModel, () => WVec.Zero, () => body.QuantizeOrientation(self.Orientation), () => Docked, () => 0, info.ShowShadow); rv.Add(modelAnimation); var unloadModel = self.World.ModelCache.GetModelSequence(rv.Image, info.UnloadSequence); rv.Add(new ModelAnimation(unloadModel, () => WVec.Zero, () => body.QuantizeOrientation(self.Orientation), () => !Docked, () => 0, info.ShowShadow)); } Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr) { return modelAnimation.ScreenBounds(self.CenterPosition, wr, rv.Info.Scale); } } }