Files
OpenRA/OpenRA.Mods.RA/RenderUnitTurreted.cs

69 lines
2.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class RenderUnitTurretedInfo : RenderUnitInfo
{
public override object Create(ActorInitializer init) { return new RenderUnitTurreted(init.self); }
}
class RenderUnitTurreted : RenderUnit
{
public RenderUnitTurreted(Actor self)
: base(self)
{
var unit = self.traits.Get<Unit>();
var turreted = self.traits.Get<Turreted>();
var attack = self.traits.GetOrDefault<AttackBase>();
var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
turretAnim.Play( "turret" );
if( attackInfo.PrimaryOffset != null )
anims.Add("turret_1", new AnimationWithOffset(
turretAnim,
() => Combat.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
null) { ZOffset = 1 });
if (attackInfo.SecondaryOffset != null)
anims.Add("turret_2", new AnimationWithOffset(
turretAnim,
() => Combat.GetTurretPosition(self, unit, attackInfo.SecondaryOffset, attack.secondaryRecoil),
null) { ZOffset = 1 });
if( attackInfo.MuzzleFlash )
{
var muzzleFlash = new Animation( GetImage(self), () => self.traits.Get<Turreted>().turretFacing );
muzzleFlash.PlayFetchIndex( "muzzle",
() => (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */
anims.Add( "muzzle_flash", new AnimationWithOffset(
muzzleFlash,
() => Combat.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
() => attack.primaryRecoil <= 0 ) );
}
}
}
}