#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; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Renders the MuzzleSequence from the Armament trait.")] class WithMuzzleFlashInfo : ITraitInfo, Requires, Requires, Requires { [Desc("Ignore the weapon position, and always draw relative to the center of the actor")] public readonly bool IgnoreOffset = false; public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.Self, this); } } class WithMuzzleFlash : INotifyAttack, IRender, ITick { Dictionary visible = new Dictionary(); Dictionary anims = new Dictionary(); Func getFacing; public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info) { var render = self.Trait(); var facing = self.TraitOrDefault(); foreach (var arm in self.TraitsImplementing()) { var armClosure = arm; // closure hazard in AnimationWithOffset // Skip armaments that don't define muzzles if (arm.Info.MuzzleSequence == null) continue; foreach (var b in arm.Barrels) { var barrel = b; var turreted = self.TraitsImplementing() .FirstOrDefault(t => t.Name == arm.Info.Turret); // 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; else if (facing != null) getFacing = (Func)(() => facing.Facing); else getFacing = () => 0; var muzzleFlash = new Animation(self.World, render.GetImage(self), getFacing); visible.Add(barrel, false); anims.Add(barrel, new AnimationWithOffset(muzzleFlash, () => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel), () => !visible[barrel], () => false, p => WithTurret.ZOffsetFromCenter(self, p, 2))); } } } public void Attacking(Actor self, Target target, Armament a, Barrel barrel) { var sequence = a.Info.MuzzleSequence; if (sequence == null) return; if (a.Info.MuzzleSplitFacings > 0) sequence += OpenRA.Traits.Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString(); visible[barrel] = true; anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false); } public IEnumerable Render(Actor self, WorldRenderer wr) { foreach (var arm in self.TraitsImplementing()) { var palette = wr.Palette(arm.Info.MuzzlePalette); foreach (var kv in anims) { if (!visible[kv.Key]) continue; if (kv.Value.DisableFunc != null && kv.Value.DisableFunc()) continue; foreach (var r in kv.Value.Render(self, wr, palette, 1f)) yield return r; } } } public void Tick(Actor self) { foreach (var a in anims.Values) a.Animation.Tick(); } } }