#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. Overlay switching controlled by " + nameof(PauseOnCondition) + ".")] public class WithSwitchableOverlayInfo : 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 trait is enabling and disabling.")] public readonly string SwitchingSequence = null; [SequenceReference(nameof(Image), allowNullImage: true)] [Desc("Animation to play when the trait is enabled")] public readonly string EnabledSequence = null; [SequenceReference(nameof(Image), allowNullImage: true)] [Desc("Animation to play when the trait is disabled.")] public readonly string DisabledSequence = null; [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; [Desc("How long (1 level = 1 tick) should the switching animation play?")] public readonly int SwitchingLevel = 20; [Desc("Levels when actor is spawned.")] public readonly int SwitchingLevelOnSpawn = 20; public override object Create(ActorInitializer init) { return new WithSwitchableOverlay(init.Self, this); } public override void RulesetLoaded(Ruleset rules, ActorInfo ai) { if (string.IsNullOrEmpty(SwitchingSequence) && string.IsNullOrEmpty(DisabledSequence) && string.IsNullOrEmpty(EnabledSequence)) throw new YamlException($"At least one among '{nameof(EnabledSequence)}', '{nameof(DisabledSequence)}' and '{nameof(SwitchingSequence)}' cannot be null!"); base.RulesetLoaded(rules, ai); } 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 }; if (!string.IsNullOrEmpty(EnabledSequence)) anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), EnabledSequence)); else if (!string.IsNullOrEmpty(DisabledSequence)) anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), DisabledSequence)); else if (!string.IsNullOrEmpty(SwitchingSequence)) anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), SwitchingSequence)); 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 WithSwitchableOverlay : PausableConditionalTrait, ITick, INotifyDamageStateChanged { readonly Animation overlay; int switchingLevel; int chargeSpeed; bool hasSwitched; public WithSwitchableOverlay(Actor self, WithSwitchableOverlayInfo info) : base(info) { switchingLevel = info.SwitchingLevelOnSpawn; 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)), () => false) { IsDecoration = info.IsDecoration }; if (!string.IsNullOrEmpty(Info.EnabledSequence)) overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.EnabledSequence)); else if (!string.IsNullOrEmpty(Info.DisabledSequence)) overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.DisabledSequence)); else if (!string.IsNullOrEmpty(Info.SwitchingSequence)) overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.SwitchingSequence)); var anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))), () => IsTraitDisabled || (Info.SwitchingSequence == null && chargeSpeed != 0) || (Info.EnabledSequence == null && switchingLevel > Info.SwitchingLevel) || (Info.DisabledSequence == null && switchingLevel < 0), 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)); } protected override void TraitPaused(Actor self) { chargeSpeed = -1; hasSwitched = true; base.TraitPaused(self); } protected override void TraitResumed(Actor self) { chargeSpeed = 1; hasSwitched = true; base.TraitResumed(self); } void ITick.Tick(Actor self) { if (IsTraitDisabled) return; switchingLevel += chargeSpeed; if (switchingLevel > Info.SwitchingLevel && chargeSpeed > 0) { if (!string.IsNullOrEmpty(Info.EnabledSequence)) overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.EnabledSequence)); chargeSpeed = 0; } else if (switchingLevel < 0 && chargeSpeed < 0) { if (!string.IsNullOrEmpty(Info.DisabledSequence)) overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.DisabledSequence)); chargeSpeed = 0; } else if (chargeSpeed != 0 && hasSwitched) { if (!string.IsNullOrEmpty(Info.SwitchingSequence)) overlay.PlayFetchIndex(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.SwitchingSequence), () => int2.Lerp(0, overlay.CurrentSequence.Length, switchingLevel, Info.SwitchingLevel + 1)); hasSwitched = false; } } } }