Files
OpenRA/OpenRA.Mods.RA/Render/WithRotor.cs
Paul Chote 0167bbfbaa Move weapon/turret definitions out of AttackBase.
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00

50 lines
1.4 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class WithRotorInfo : ITraitInfo, Requires<RenderSimpleInfo>
{
public readonly string Id = "rotor";
public readonly int[] Offset = { 0, 0 };
public object Create(ActorInitializer init) { return new WithRotor(init.self, this); }
}
public class WithRotor : ITick
{
public Animation rotorAnim;
public WithRotor(Actor self, WithRotorInfo info)
{
var rs = self.Trait<RenderSimple>();
var facing = self.Trait<IFacing>();
rotorAnim = new Animation(rs.GetImage(self));
rotorAnim.PlayRepeating("rotor");
var turret = new Turret(info.Offset);
rs.anims.Add(info.Id, new AnimationWithOffset(
rotorAnim,
() => turret.PxPosition(self, facing).ToFloat2(),
null ) { ZOffset = 1 } );
}
public void Tick(Actor self)
{
var isFlying = self.Trait<IMove>().Altitude > 0 && !self.IsDead();
if (isFlying ^ (rotorAnim.CurrentSequence.Name != "rotor"))
return;
rotorAnim.ReplaceAnim(isFlying ? "rotor" : "slow-rotor");
}
}
}