Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithParachute.cs
2017-09-16 15:51:37 +02:00

175 lines
5.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders a parachute on units.")]
public class WithParachuteInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("The image that contains the parachute sequences.")]
public readonly string Image = null;
[Desc("Parachute opening sequence.")]
[SequenceReference("Image")] public readonly string OpeningSequence = null;
[Desc("Parachute idle sequence.")]
[SequenceReference("Image")] public readonly string Sequence = null;
[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
[SequenceReference("Image")] public readonly string ClosingSequence = null;
[Desc("Palette used to render the parachute.")]
[PaletteReference("IsPlayerPalette")] public readonly string Palette = "player";
public readonly bool IsPlayerPalette = true;
[Desc("Parachute position relative to the paradropped unit.")]
public readonly WVec Offset = new WVec(0, 0, 384);
[Desc("The image that contains the shadow sequence for the paradropped unit.")]
public readonly string ShadowImage = null;
[Desc("Paradropped unit's shadow sequence.")]
[SequenceReference("ShadowImage")] public readonly string ShadowSequence = null;
[Desc("Palette used to render the paradropped unit's shadow.")]
[PaletteReference(false)] public readonly string ShadowPalette = "shadow";
[Desc("Shadow position relative to the paradropped unit's intended landing position.")]
public readonly WVec ShadowOffset = new WVec(0, 128, 0);
[Desc("Z-offset to apply on the shadow sequence.")]
public readonly int ShadowZOffset = 0;
public override object Create(ActorInitializer init) { return new WithParachute(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
if (image == null)
yield break;
// For this, image must not be null
if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
Func<int> facing;
if (init.Contains<DynamicFacingInit>())
facing = init.Get<DynamicFacingInit, Func<int>>();
else
{
var f = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
facing = () => f;
}
var anim = new Animation(init.World, image);
anim.PlayThen(OpeningSequence, () => anim.PlayRepeating(Sequence));
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{
var tmpOffset = offset();
return tmpOffset.Y + tmpOffset.Z + 1;
};
yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale);
}
}
public class WithParachute : ConditionalTrait<WithParachuteInfo>, ITick, IRender
{
readonly Animation shadow;
readonly AnimationWithOffset anim;
readonly WithParachuteInfo info;
bool renderProlonged = false;
public WithParachute(Actor self, WithParachuteInfo info)
: base(info)
{
this.info = info;
if (info.ShadowImage != null)
{
shadow = new Animation(self.World, info.ShadowImage);
shadow.PlayRepeating(info.ShadowSequence);
}
if (info.Image == null)
return;
// For this, info.Image must not be null
var overlay = new Animation(self.World, info.Image);
var body = self.Trait<BodyOrientation>();
anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled && !renderProlonged,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
var rs = self.Trait<RenderSprites>();
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
protected override void TraitEnabled(Actor self)
{
if (info.Image == null)
return;
anim.Animation.PlayThen(info.OpeningSequence, () => anim.Animation.PlayRepeating(info.Sequence));
}
protected override void TraitDisabled(Actor self)
{
if (info.Image == null)
return;
renderProlonged = true;
if (!string.IsNullOrEmpty(info.ClosingSequence))
anim.Animation.PlayThen(info.ClosingSequence, () => renderProlonged = false);
else
anim.Animation.PlayBackwardsThen(info.OpeningSequence, () => renderProlonged = false);
}
void ITick.Tick(Actor self)
{
if (shadow != null)
shadow.Tick();
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
if (info.ShadowImage == null)
return Enumerable.Empty<IRenderable>();
if (IsTraitDisabled || self.IsDead || !self.IsInWorld)
return Enumerable.Empty<IRenderable>();
if (self.World.FogObscures(self))
return Enumerable.Empty<IRenderable>();
var dat = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
var pos = self.CenterPosition - new WVec(0, 0, dat.Length);
var palette = wr.Palette(info.ShadowPalette);
return new IRenderable[] { new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, palette, 1, true) };
}
}
}