Files
OpenRA/OpenRA.Mods.Common/Traits/Contrail.cs
2018-01-17 00:47:34 +01:00

86 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Draw a colored contrail behind this actor when they move.")]
class ContrailInfo : ITraitInfo, Requires<BodyOrientationInfo>
{
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Offset for Z sorting.")]
public readonly int ZOffset = 0;
[Desc("Length of the trail (in ticks).")]
public readonly int TrailLength = 25;
[Desc("Width of the trail.")]
public readonly WDist TrailWidth = new WDist(64);
[Desc("RGB color of the contrail.")]
public readonly Color Color = Color.White;
[Desc("Use player remap color instead of a custom color?")]
public readonly bool UsePlayerColor = true;
public object Create(ActorInitializer init) { return new Contrail(init.Self, this); }
}
class Contrail : ITick, IRender, INotifyAddedToWorld
{
readonly ContrailInfo info;
readonly BodyOrientation body;
readonly Color color;
// This is a mutable struct, so it can't be readonly.
ContrailRenderable trail;
public Contrail(Actor self, ContrailInfo info)
{
this.info = info;
color = info.UsePlayerColor ? ContrailRenderable.ChooseColor(self) : info.Color;
trail = new ContrailRenderable(self.World, color, info.TrailWidth, info.TrailLength, 0, info.ZOffset);
body = self.Trait<BodyOrientation>();
}
void ITick.Tick(Actor self)
{
var local = info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
trail.Update(self.CenterPosition + body.LocalToWorld(local));
}
IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
{
return new IRenderable[] { trail };
}
IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
{
// Contrails don't contribute to actor bounds
yield break;
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
trail = new ContrailRenderable(self.World, color, info.TrailWidth, info.TrailLength, 0, info.ZOffset);
}
}
}