Files
OpenRA/OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
reaperrr 006e66a3c3 Refactored IQuantizeBodyOrientation implementation
Moved BodyOrientation and related interfaces from Game to Mods.Common.
Introduced QuantizeFacingsFromSequence trait.
With*Body render traits no longer implement IQuantizeBodyOrientation
themselves.
2015-08-24 00:48:56 +02:00

86 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
class WithGunboatBodyInfo : WithSpriteBodyInfo, Requires<IBodyOrientationInfo>, Requires<IFacingInfo>, Requires<TurretedInfo>
{
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
[SequenceReference] public readonly string LeftSequence = "left";
[SequenceReference] public readonly string RightSequence = "right";
[SequenceReference] public readonly string WakeLeftSequence = "wake-left";
[SequenceReference] public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
}
class WithGunboatBody : WithSpriteBody, ITick
{
readonly WithGunboatBodyInfo info;
readonly Animation wake;
readonly RenderSprites rs;
readonly IFacing facing;
readonly Turreted turret;
static Func<int> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
return () => turreted.TurretFacing;
}
public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
: base(init, info, MakeTurretFacingFunc(init.Self))
{
this.info = info;
rs = init.Self.Trait<RenderSprites>();
facing = init.Self.Trait<IFacing>();
var name = rs.GetImage(init.Self);
turret = init.Self.TraitsImplementing<Turreted>()
.First(t => t.Name == info.Turret);
turret.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
wake = new Animation(init.World, name);
wake.PlayRepeating(info.WakeLeftSequence);
rs.Add(new AnimationWithOffset(wake, null, null, -87));
}
public void Tick(Actor self)
{
if (facing.Facing <= 128)
{
var left = NormalizeSequence(self, info.LeftSequence);
if (DefaultAnimation.CurrentSequence.Name != left)
DefaultAnimation.ReplaceAnim(left);
if (wake.CurrentSequence.Name != info.WakeLeftSequence)
wake.ReplaceAnim(info.WakeLeftSequence);
}
else
{
var right = NormalizeSequence(self, info.RightSequence);
if (DefaultAnimation.CurrentSequence.Name != right)
DefaultAnimation.ReplaceAnim(right);
if (wake.CurrentSequence.Name != info.WakeRightSequence)
wake.ReplaceAnim(info.WakeRightSequence);
}
}
}
}