Moved BodyOrientation and related interfaces from Game to Mods.Common. Introduced QuantizeFacingsFromSequence trait. With*Body render traits no longer implement IQuantizeBodyOrientation themselves.
104 lines
3.5 KiB
C#
104 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Default trait for rendering sprite-based actors.")]
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public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Animation to play when the actor is created.")]
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[SequenceReference] public readonly string StartSequence = null;
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[Desc("Animation to play when the actor is idle.")]
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[SequenceReference] public readonly string Sequence = "idle";
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public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody, INotifyDamageStateChanged
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{
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public readonly Animation DefaultAnimation;
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public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: this(init, info, () => 0) { }
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protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
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: base(info)
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{
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var rs = init.Self.Trait<RenderSprites>();
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DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing);
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rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
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if (info.StartSequence != null)
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PlayCustomAnimation(init.Self, info.StartSequence,
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() => PlayCustomAnimationRepeating(init.Self, info.Sequence));
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else
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DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence));
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}
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public string NormalizeSequence(Actor self, string sequence)
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{
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return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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public void PlayCustomAnimation(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
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{
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DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence));
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if (after != null)
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after();
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});
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}
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public void PlayCustomAnimationRepeating(Actor self, string name)
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{
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var sequence = NormalizeSequence(self, name);
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DefaultAnimation.PlayThen(sequence, () => PlayCustomAnimationRepeating(self, sequence));
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}
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public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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if (after != null)
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after();
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});
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}
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public void CancelCustomAnimation(Actor self)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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}
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public virtual void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (DefaultAnimation.CurrentSequence != null)
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DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
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}
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}
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}
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