#region Copyright & License Information /* * Copyright 2007-2018 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 System.Drawing; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Default trait for rendering sprite-based actors.")] public class WithSpriteBodyInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires { [Desc("Animation to play when the actor is created."), SequenceReference] public readonly string StartSequence = null; [Desc("Animation to play when the actor is idle."), SequenceReference] public readonly string Sequence = "idle"; [Desc("Identifier used to assign modifying traits to this sprite body.")] public readonly string Name = "body"; public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); } public virtual IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) { if (!EnabledByDefault) yield break; var anim = new Animation(init.World, image); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence)); yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale); } } public class WithSpriteBody : PausableConditionalTrait, INotifyDamageStateChanged, IAutoMouseBounds { public readonly Animation DefaultAnimation; readonly RenderSprites rs; readonly Animation boundsAnimation; public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info) : this(init, info, () => 0) { } protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func baseFacing) : base(info) { rs = init.Self.Trait(); Func paused = () => IsTraitPaused && DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence); DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused); rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled)); // Cache the bounds from the default sequence to avoid flickering when the animation changes boundsAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused); boundsAnimation.PlayRepeating(info.Sequence); if (info.StartSequence != null) PlayCustomAnimation(init.Self, info.StartSequence, () => DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence))); else DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence)); } public string NormalizeSequence(Actor self, string sequence) { return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence); } protected override void TraitEnabled(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); } public void PlayCustomAnimation(Actor self, string name, Action after = null) { DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => { CancelCustomAnimation(self); if (after != null) after(); }); } public void PlayCustomAnimationRepeating(Actor self, string name) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, name)); } public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null) { DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () => { CancelCustomAnimation(self); if (after != null) after(); }); } public void CancelCustomAnimation(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); } protected virtual void DamageStateChanged(Actor self) { if (DefaultAnimation.CurrentSequence != null) DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name)); } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { DamageStateChanged(self); } Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr) { return boundsAnimation.ScreenBounds(wr, self.CenterPosition, WVec.Zero, rs.Info.Scale); } } }