Files
OpenRA/OpenRA.Mods.RA/Render/RenderInfantry.cs
2014-08-03 22:23:48 +12:00

171 lines
5.2 KiB
C#

#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.Mods.RA.Effects;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class RenderInfantryInfo : RenderSimpleInfo, Requires<IMoveInfo>
{
public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110;
public readonly bool SpawnsCorpse = true;
public readonly string MoveAnimation = "run";
public readonly string AttackAnimation = "shoot";
public readonly string DeathAnimationPrefix = "die";
public readonly string[] IdleAnimations = { };
public readonly string[] StandAnimations = { "stand" };
public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var facing = 0;
var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
if (ifacing != null)
facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing();
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(StandAnimations.First());
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public override int QuantizedBodyFacings(SequenceProvider sequenceProvider, ActorInfo ai)
{
return sequenceProvider.GetSequence(RenderSprites.GetImage(ai), StandAnimations.First()).Facings;
}
}
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
{
public enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
IMove move;
RenderInfantryInfo info;
public bool IsMoving { get; set; }
protected bool dirty = false;
string idleSequence;
int idleDelay;
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return info.IdleAnimations.Length > 0;
}
public AnimationState State { get; private set; }
public RenderInfantry(Actor self, RenderInfantryInfo info)
: base(self, MakeFacingFunc(self))
{
this.info = info;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Waiting;
move = self.Trait<IMove>();
}
public void Attacking(Actor self, Target target)
{
State = AnimationState.Attacking;
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation)))
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => State = AnimationState.Idle);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
Attacking(self, target);
}
public override void Tick(Actor self)
{
base.Tick(self);
if ((State == AnimationState.Moving || dirty) && !move.IsMoving)
{
State = AnimationState.Waiting;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
}
else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
{
State = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
}
dirty = false;
}
public void TickIdle(Actor self)
{
if (State != AnimationState.Idle && State != AnimationState.IdleAnimating)
{
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Idle;
if (info.IdleAnimations.Length > 0)
{
idleSequence = info.IdleAnimations.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(info.MinIdleWaitTicks, info.MaxIdleWaitTicks);
}
}
else if (AllowIdleAnimation(self) && idleDelay > 0 && --idleDelay == 0)
{
if (DefaultAnimation.HasSequence(idleSequence))
{
State = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () =>
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
State = AnimationState.Waiting;
});
}
}
}
// TODO: Possibly move this into a separate trait
public void Killed(Actor self, AttackInfo e)
{
// Killed by some non-standard means
if (e.Warhead == null)
return;
if (info.SpawnsCorpse)
{
SpawnCorpse(self, info.DeathAnimationPrefix + (e.Warhead.InfDeath));
}
}
public void SpawnCorpse(Actor self, string sequence)
{
self.World.AddFrameEndTask(w =>
{
if (!self.Destroyed)
w.Add(new Corpse(w, self.CenterPosition, GetImage(self),
sequence, info.PlayerPalette + self.Owner.InternalName));
});
}
}
}