Files
OpenRA/OpenRa.Game/Traits/RenderUnitTurreted.cs

51 lines
1.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class RenderUnitTurretedInfo : RenderUnitInfo
{
public override object Create(Actor self) { return new RenderUnitTurreted(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));
turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
if( attackInfo.PrimaryOffset != null )
anims.Add("turret_1", new AnimationWithOffset(
turretAnim,
() => Util.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
null) { ZOffset = 1 });
if (attackInfo.SecondaryOffset != null)
anims.Add("turret_2", new AnimationWithOffset(
turretAnim,
() => Util.GetTurretPosition(self, unit, attackInfo.SecondaryOffset, attack.secondaryRecoil),
null) { ZOffset = 1 });
if( attackInfo.MuzzleFlash )
{
var muzzleFlash = new Animation( GetImage(self) );
muzzleFlash.PlayFetchIndex( "muzzle",
() => ( Util.QuantizeFacing( self.traits.Get<Turreted>().turretFacing, 8 ) ) * 6
+ (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,
() => Util.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
() => attack.primaryRecoil <= 0 ) );
}
}
}
}