Moved BodyOrientation and related interfaces from Game to Mods.Common. Introduced QuantizeFacingsFromSequence trait. With*Body render traits no longer implement IQuantizeBodyOrientation themselves.
74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Basic render trait for immobile actors. Deprecated, use RenderSprites + WithSpriteBody instead.")]
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public class RenderSimpleInfo : RenderSpritesInfo, IRenderActorPreviewSpritesInfo, Requires<IBodyOrientationInfo>
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{
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[SequenceReference] public readonly string Sequence = "idle";
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public override object Create(ActorInitializer init) { return new RenderSimple(init, this); }
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public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
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var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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public class RenderSimple : RenderSprites, IAutoSelectionSize
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{
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public readonly Animation DefaultAnimation;
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readonly RenderSimpleInfo info;
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public RenderSimple(ActorInitializer init, RenderSimpleInfo info, Func<int> baseFacing)
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: base(init, info)
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{
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this.info = info;
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DefaultAnimation = new Animation(init.World, GetImage(init.Self), baseFacing);
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Add(DefaultAnimation);
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}
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public RenderSimple(ActorInitializer init, RenderSimpleInfo info)
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: this(init, info, MakeFacingFunc(init.Self))
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence));
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}
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public int2 SelectionSize(Actor self) { return AutoSelectionSize(self); }
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public string NormalizeSequence(Actor self, string sequence)
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{
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return NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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public void PlayCustomAnim(Actor self, string name)
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{
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if (DefaultAnimation.HasSequence(name))
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DefaultAnimation.PlayThen(NormalizeSequence(self, name),
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() => DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)));
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}
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}
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}
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