#region Copyright & License Information /* * Copyright 2007-2017 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.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Also returns a default selection size that is calculated automatically from the voxel dimensions.")] public class WithVoxelBodyInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires, IAutoSelectionSizeInfo, IAutoRenderSizeInfo { public readonly string Sequence = "idle"; [Desc("Defines if the Voxel should have a shadow.")] public readonly bool ShowShadow = true; public override object Create(ActorInitializer init) { return new WithVoxelBody(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, Sequence); yield return new ModelAnimation(model, () => WVec.Zero, () => new[] { body.QuantizeOrientation(orientation(), facings) }, () => false, () => 0, ShowShadow); } } public class WithVoxelBody : ConditionalTrait, IAutoSelectionSize, IAutoRenderSize { readonly int2 size; public WithVoxelBody(Actor self, WithVoxelBodyInfo info) : base(info) { var body = self.Trait(); var rv = self.Trait(); var model = self.World.ModelCache.GetModelSequence(rv.Image, info.Sequence); rv.Add(new ModelAnimation(model, () => WVec.Zero, () => new[] { body.QuantizeOrientation(self, self.Orientation) }, () => IsTraitDisabled, () => 0, info.ShowShadow)); // Selection size var rvi = self.Info.TraitInfo(); var s = (int)(rvi.Scale * model.Size.Aggregate(Math.Max)); size = new int2(s, s); } public int2 SelectionSize(Actor self) { return size; } public int2 RenderSize(Actor self) { return size; } } }