#region Copyright & License Information /* * Copyright 2007-2014 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.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA.Render { [Desc("Renders barrels for units with the Turreted trait.")] class WithBarrelInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires, Requires { [Desc("Sequence name to use")] public readonly string Sequence = "barrel"; [Desc("Armament to use for recoil")] public readonly string Armament = "primary"; [Desc("Turreted 'Barrel' key to display")] public readonly string Barrel = "first"; [Desc("Visual offset")] public readonly WVec LocalOffset = WVec.Zero; public object Create(ActorInitializer init) { return new WithBarrel(init.self, this); } public IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) { var body = init.Actor.Traits.Get(); var armament = init.Actor.Traits.WithInterface() .First(a => a.Name == Armament); var t = init.Actor.Traits.WithInterface() .First(tt => tt.Turret == armament.Turret); var anim = new Animation(init.World, image, () => t.InitialFacing); anim.Play(Sequence); var turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings); var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation)); yield return new SpriteActorPreview(anim, turretOffset, turretOffset.Y + turretOffset.Z, p, rs.Scale); } } class WithBarrel { WithBarrelInfo info; Actor self; Armament armament; Turreted turreted; IBodyOrientation body; Animation anim; public WithBarrel(Actor self, WithBarrelInfo info) { this.self = self; this.info = info; body = self.Trait(); armament = self.TraitsImplementing() .First(a => a.Info.Name == info.Armament); turreted = self.TraitsImplementing() .First(tt => tt.Name == armament.Info.Turret); var rs = self.Trait(); anim = new Animation(self.World, rs.GetImage(self), () => turreted.turretFacing); anim.Play(info.Sequence); rs.Add("barrel_{0}".F(info.Barrel), new AnimationWithOffset( anim, () => BarrelOffset(), null, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 0))); // Restrict turret facings to match the sprite turreted.QuantizedFacings = anim.CurrentSequence.Facings; } WVec BarrelOffset() { var localOffset = info.LocalOffset + new WVec(-armament.Recoil, WRange.Zero, WRange.Zero); var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero; var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero; var quantizedBody = body.QuantizeOrientation(self, self.Orientation); var quantizedTurret = body.QuantizeOrientation(self, turretOrientation); return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody)); } IEnumerable BarrelRotation() { var b = self.Orientation; var qb = body.QuantizeOrientation(self, b); yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw); yield return qb; } } }