Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteBody.cs
reaperrr 305d82f887 Replace WithChargeAnimation with -SpriteBody
PlayFetchIndex on a With*Animation trait conflicts with the animation
concept, as it's bound to conflict with pretty much all 'normal'
animation traits and blocks progress on the animation priority system.

We also already have multiple precedent SpriteBody traits of similar kind,
like WithGateSpriteBody and WithWallSpriteBody.
2018-12-24 21:29:42 +13:00

142 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Default trait for rendering sprite-based actors.")]
public class WithSpriteBodyInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
{
[Desc("Animation to play when the actor is created."), SequenceReference]
public readonly string StartSequence = null;
[Desc("Animation to play when the actor is idle."), SequenceReference]
public readonly string Sequence = "idle";
[Desc("Identifier used to assign modifying traits to this sprite body.")]
public readonly string Name = "body";
[Desc("Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).")]
public readonly bool ForceToGround = false;
public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var anim = new Animation(init.World, image);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
}
}
public class WithSpriteBody : PausableConditionalTrait<WithSpriteBodyInfo>, INotifyDamageStateChanged, IAutoMouseBounds
{
public readonly Animation DefaultAnimation;
readonly RenderSprites rs;
readonly Animation boundsAnimation;
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
: this(init, info, () => 0) { }
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
: base(info)
{
rs = init.Self.Trait<RenderSprites>();
Func<bool> paused = () => IsTraitPaused &&
DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence);
Func<WVec> subtractDAT = null;
if (info.ForceToGround)
subtractDAT = () => new WVec(0, 0, -init.Self.World.Map.DistanceAboveTerrain(init.Self.CenterPosition).Length);
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
rs.Add(new AnimationWithOffset(DefaultAnimation, subtractDAT, () => IsTraitDisabled));
// Cache the bounds from the default sequence to avoid flickering when the animation changes
boundsAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
boundsAnimation.PlayRepeating(info.Sequence);
if (info.StartSequence != null)
PlayCustomAnimation(init.Self, info.StartSequence,
() => DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence)));
else
DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence));
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
protected override void TraitEnabled(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
}
public virtual void PlayCustomAnimation(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
{
CancelCustomAnimation(self);
if (after != null)
after();
});
}
public virtual void PlayCustomAnimationRepeating(Actor self, string name)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, name));
}
public virtual void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
{
CancelCustomAnimation(self);
if (after != null)
after();
});
}
public virtual void CancelCustomAnimation(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
}
protected virtual void DamageStateChanged(Actor self)
{
if (DefaultAnimation.CurrentSequence != null)
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
DamageStateChanged(self);
}
Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
{
return boundsAnimation.ScreenBounds(wr, self.CenterPosition, WVec.Zero, rs.Info.Scale);
}
}
}