#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Renders a decorative animation on units and buildings.")] public class WithIdleOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires, Requires { [Desc("Image used for this decoration. Defaults to the actor's type.")] public readonly string Image = null; [SequenceReference(nameof(Image), allowNullImage: true)] [Desc("Animation to play when the actor is created.")] public readonly string StartSequence = null; [SequenceReference(nameof(Image), allowNullImage: true)] [Desc("Sequence name to use")] public readonly string Sequence = "idle-overlay"; [Desc("Position relative to body")] public readonly WVec Offset = WVec.Zero; [PaletteReference(nameof(IsPlayerPalette))] [Desc("Custom palette name")] public readonly string Palette = null; [Desc("Custom palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; public readonly bool IsDecoration = false; public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); } public IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p) { if (!EnabledByDefault) yield break; if (Palette != null) p = init.WorldRenderer.Palette(IsPlayerPalette ? Palette + init.Get().InternalName : Palette); Func facing; var dynamicfacingInit = init.GetOrDefault(); if (dynamicfacingInit != null) facing = dynamicfacingInit.Value; else { var f = init.GetValue(WAngle.Zero); facing = () => f; } var anim = new Animation(init.World, Image ?? image, facing) { IsDecoration = IsDecoration }; anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence)); var body = init.Actor.TraitInfo(); WRot Orientation() => body.QuantizeOrientation(WRot.FromYaw(facing()), facings); WVec Offset() => body.LocalToWorld(this.Offset.Rotate(Orientation())); int ZOffset() { var tmpOffset = Offset(); return tmpOffset.Y + tmpOffset.Z + 1; } yield return new SpriteActorPreview(anim, Offset, ZOffset, p); } } public class WithIdleOverlay : PausableConditionalTrait, INotifyDamageStateChanged { readonly Animation overlay; public WithIdleOverlay(Actor self, WithIdleOverlayInfo info) : base(info) { var rs = self.Trait(); var body = self.Trait(); var facing = self.TraitOrDefault(); var image = info.Image ?? rs.GetImage(self); overlay = new Animation(self.World, image, facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)), () => IsTraitPaused) { IsDecoration = info.IsDecoration }; if (info.StartSequence != null) overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence), () => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence))); else overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)); var anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 1)); rs.Add(anim, info.Palette, info.IsPlayerPalette); } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); } } }