Files
OpenRA/OpenRA.Mods.Common/Traits/Render/RenderSimple.cs
Matthias Mailänder 5b5b0c02dd add trait documentation
2015-05-24 13:37:04 +02:00

79 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.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Basic render trait for immobile actors.")]
public class RenderSimpleInfo : RenderSpritesInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo, Requires<IBodyOrientationInfo>
{
public readonly string Sequence = "idle";
public override object Create(ActorInitializer init) { return new RenderSimple(init, this); }
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var ifacing = init.Actor.Traits.GetOrDefault<IFacingInfo>();
var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
return sequenceProvider.GetSequence(GetImage(ai, sequenceProvider, race), Sequence).Facings;
}
}
public class RenderSimple : RenderSprites, IAutoSelectionSize
{
public readonly Animation DefaultAnimation;
readonly RenderSimpleInfo info;
public RenderSimple(ActorInitializer init, RenderSimpleInfo info, Func<int> baseFacing)
: base(init, info)
{
this.info = info;
DefaultAnimation = new Animation(init.World, GetImage(init.Self), baseFacing);
Add(DefaultAnimation);
}
public RenderSimple(ActorInitializer init, RenderSimpleInfo info)
: this(init, info, MakeFacingFunc(init.Self))
{
DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence));
}
public int2 SelectionSize(Actor self) { return AutoSelectionSize(self); }
public string NormalizeSequence(Actor self, string sequence)
{
return NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
public void PlayCustomAnim(Actor self, string name)
{
if (DefaultAnimation.HasSequence(name))
DefaultAnimation.PlayThen(NormalizeSequence(self, name),
() => DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)));
}
}
}