Files
OpenRA/OpenRA.Mods.RA/Effects/NukeLaunch.cs
2014-04-18 18:55:34 +12:00

95 lines
2.3 KiB
C#
Executable File

#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 System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
public class NukeLaunch : IEffect
{
readonly Actor firedBy;
readonly Animation anim;
readonly string weapon;
readonly WPos ascendSource;
readonly WPos ascendTarget;
readonly WPos descendSource;
readonly WPos descendTarget;
readonly int delay;
readonly int turn;
WPos pos;
int ticks;
public NukeLaunch(Actor firedBy, string weapon, WPos launchPos, WPos targetPos, WRange velocity, int delay, bool skipAscent)
{
this.firedBy = firedBy;
this.weapon = weapon;
this.delay = delay;
this.turn = delay / 2;
var offset = new WVec(WRange.Zero, WRange.Zero, velocity * turn);
ascendSource = launchPos;
ascendTarget = launchPos + offset;
descendSource = targetPos + offset;
descendTarget = targetPos;
anim = new Animation(weapon);
anim.PlayRepeating("up");
pos = launchPos;
var weaponRules = Rules.Weapons[weapon.ToLowerInvariant()];
if (weaponRules.Report != null && weaponRules.Report.Any())
Sound.Play(weaponRules.Report.Random(firedBy.World.SharedRandom), pos);
if (skipAscent)
ticks = turn;
}
public void Tick(World world)
{
anim.Tick();
if (ticks == turn)
anim.PlayRepeating("down");
if (ticks <= turn)
pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);
else
pos = WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn, delay - turn);
if (ticks == delay)
Explode(world);
ticks++;
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
Combat.DoExplosion(firedBy, weapon, pos);
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var a in world.ActorsWithTrait<NukePaletteEffect>())
a.Trait.Enable();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
return anim.Render(pos, wr.Palette("effect"));
}
}
}