Files
OpenRA/OpenRA.Mods.RA/ThrowsParticle.cs
2013-11-12 19:39:33 +13:00

98 lines
2.9 KiB
C#

#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.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<IBodyOrientationInfo>
{
public readonly string Anim = null;
[Desc("Initial position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Minimum distance to throw the particle")]
public readonly WRange MinThrowRange = new WRange(256);
[Desc("Maximum distance to throw the particle")]
public readonly WRange MaxThrowRange = new WRange(768);
[Desc("Minimum angle to throw the particle")]
public readonly WAngle MinThrowAngle = WAngle.FromDegrees(30);
[Desc("Maximum angle to throw the particle")]
public readonly WAngle MaxThrowAngle = WAngle.FromDegrees(60);
[Desc("Speed to throw the particle (horizontal WPos/tick)")]
public readonly int Velocity = 75;
[Desc("Maximum rotation rate")]
public readonly float ROT = 15;
public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
}
class ThrowsParticle : ITick
{
WVec pos;
WVec initialPos;
WVec finalPos;
WAngle angle;
int tick = 0;
int length;
float facing;
float rotation;
public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
{
var self = init.self;
var rs = self.Trait<RenderSimple>();
var body = self.Trait<IBodyOrientation>();
// TODO: Carry orientation over from the parent instead of just facing
var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : 0;
facing = Turreted.GetInitialTurretFacing(init, 0);
// Calculate final position
var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Range, info.MaxThrowRange.Range);
initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
finalPos = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation);
angle = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle));
length = (finalPos - initialPos).Length / info.Velocity;
// Facing rotation
rotation = WRange.FromPDF(Game.CosmeticRandom, 2).Range * info.ROT / 1024;
var anim = new Animation(rs.GetImage(self), () => (int)facing);
anim.PlayRepeating(info.Anim);
rs.anims.Add(info.Anim, new AnimationWithOffset(anim, () => pos, null));
}
public void Tick(Actor self)
{
if (tick == length)
return;
pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
// Spin the particle
facing += rotation;
rotation *= .9f;
}
}
}