68 lines
2.4 KiB
C#
68 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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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("Adds a localized circular light centered on the actor to the world's TerrainLightSource trait.")]
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public class TerrainLightSourceInfo : TraitInfo, INotifyEditorPlacementInfo, IRulesetLoaded, ILobbyCustomRulesIgnore
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{
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public readonly WDist Range = WDist.FromCells(10);
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public readonly float Intensity = 0;
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public readonly float RedTint = 0;
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public readonly float GreenTint = 0;
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public readonly float BlueTint = 0;
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object INotifyEditorPlacementInfo.AddedToEditor(EditorActorPreview preview, World editorWorld)
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{
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var tint = new float3(RedTint, GreenTint, BlueTint);
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return editorWorld.WorldActor.Trait<TerrainLighting>().AddLightSource(preview.CenterPosition, Range, Intensity, tint);
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}
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void INotifyEditorPlacementInfo.RemovedFromEditor(EditorActorPreview preview, World editorWorld, object data)
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{
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editorWorld.WorldActor.Trait<TerrainLighting>().RemoveLightSource((int)data);
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}
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (!rules.Actors["world"].HasTraitInfo<TerrainLightingInfo>())
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throw new YamlException("TerrainLightSource can only be used with the world TerrainLighting trait.");
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}
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public override object Create(ActorInitializer init) { return new TerrainLightSource(init.Self, this); }
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}
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public sealed class TerrainLightSource : INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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readonly TerrainLightSourceInfo info;
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readonly TerrainLighting terrainLighting;
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int lightingToken = -1;
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public TerrainLightSource(Actor self, TerrainLightSourceInfo info)
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{
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this.info = info;
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terrainLighting = self.World.WorldActor.Trait<TerrainLighting>();
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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lightingToken = terrainLighting.AddLightSource(self.CenterPosition, info.Range, info.Intensity, new float3(info.RedTint, info.GreenTint, info.BlueTint));
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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terrainLighting.RemoveLightSource(lightingToken);
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}
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}
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}
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