#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 System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Renders turrets for units with the Turreted trait.")] public class WithSpriteTurretInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires, Requires, Requires, Requires { [SequenceReference] [Desc("Sequence name to use")] public readonly string Sequence = "turret"; [PaletteReference(nameof(IsPlayerPalette))] [Desc("Custom palette name")] public readonly string Palette = null; [Desc("Palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; [Desc("Turreted 'Turret' key to display")] public readonly string Turret = "primary"; [Desc("Render recoil")] public readonly bool Recoils = true; public override object Create(ActorInitializer init) { return new WithSpriteTurret(init.Self, this); } public IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p) { if (!EnabledByDefault) yield break; var body = init.Actor.TraitInfo(); var t = init.Actor.TraitInfos() .First(tt => tt.Turret == Turret); var turretFacing = t.WorldFacingFromInit(init); var anim = new Animation(init.World, image, turretFacing); anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence)); var facing = init.GetFacing(); WRot Orientation() => body.QuantizeOrientation(WRot.FromYaw(facing()), facings); WVec Offset() => body.LocalToWorld(t.Offset.Rotate(Orientation())); int ZOffset() { var tmpOffset = Offset(); return -(tmpOffset.Y + tmpOffset.Z) + 1; } if (IsPlayerPalette) p = init.WorldRenderer.Palette(Palette + init.Get().InternalName); else if (Palette != null) p = init.WorldRenderer.Palette(Palette); yield return new SpriteActorPreview(anim, Offset, ZOffset, p); } } public class WithSpriteTurret : ConditionalTrait, INotifyDamageStateChanged { public readonly Animation DefaultAnimation; readonly RenderSprites rs; readonly BodyOrientation body; readonly Turreted t; readonly Armament[] arms; public WithSpriteTurret(Actor self, WithSpriteTurretInfo info) : base(info) { rs = self.Trait(); body = self.Trait(); t = self.TraitsImplementing() .First(tt => tt.Name == info.Turret); arms = self.TraitsImplementing() .Where(w => w.Info.Turret == info.Turret).ToArray(); DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.WorldOrientation.Yaw); DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)); rs.Add(new AnimationWithOffset(DefaultAnimation, () => TurretOffset(self), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 1)), info.Palette, info.IsPlayerPalette); // Restrict turret facings to match the sprite t.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings; } protected virtual WVec TurretOffset(Actor self) { if (!Info.Recoils) return t.Position(self); var recoilDist = 0; foreach (var arm in arms) recoilDist += arm.Recoil.Length; var recoil = new WVec(new WDist(-recoilDist), WDist.Zero, WDist.Zero); return t.Position(self) + body.LocalToWorld(recoil.Rotate(t.WorldOrientation)); } public string NormalizeSequence(Actor self, string sequence) { return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), 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); } public void PlayCustomAnimation(Actor self, string name, Action after = null) { DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => { CancelCustomAnimation(self); after?.Invoke(); }); } public void CancelCustomAnimation(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); } } }