Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithMuzzleOverlay.cs
RoosterDragon f4af5c1764 Fix CA1852
2023-06-06 11:51:47 +03:00

119 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders the MuzzleSequence from the Armament trait.")]
sealed class WithMuzzleOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
{
[Desc("Ignore the weapon position, and always draw relative to the center of the actor")]
public readonly bool IgnoreOffset = false;
public override object Create(ActorInitializer init) { return new WithMuzzleOverlay(init.Self, this); }
}
sealed class WithMuzzleOverlay : ConditionalTrait<WithMuzzleOverlayInfo>, INotifyAttack, IRender, ITick
{
readonly Dictionary<Barrel, bool> visible = new();
readonly Dictionary<Barrel, AnimationWithOffset> anims = new();
readonly Func<WAngle> getFacing;
readonly Armament[] armaments;
public WithMuzzleOverlay(Actor self, WithMuzzleOverlayInfo info)
: base(info)
{
var render = self.Trait<RenderSprites>();
var facing = self.TraitOrDefault<IFacing>();
armaments = self.TraitsImplementing<Armament>()
.Where(arm => arm.Info.MuzzleSequence != null)
.ToArray();
foreach (var arm in armaments)
{
foreach (var b in arm.Barrels)
{
var barrel = b;
var turreted = self.TraitsImplementing<Turreted>()
.FirstOrDefault(t => t.Name == arm.Info.Turret);
if (turreted != null)
getFacing = () => turreted.WorldOrientation.Yaw;
else if (facing != null)
getFacing = () => facing.Facing;
else
getFacing = () => WAngle.Zero;
var muzzleFlash = new Animation(self.World, render.GetImage(self), getFacing)
{
IsDecoration = true
};
visible.Add(barrel, false);
anims.Add(barrel,
new AnimationWithOffset(muzzleFlash,
() => info.IgnoreOffset ? WVec.Zero : arm.MuzzleOffset(self, barrel),
() => IsTraitDisabled || !visible[barrel],
p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
}
}
}
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
{
if (a == null || barrel == null || !armaments.Contains(a))
return;
var sequence = a.Info.MuzzleSequence;
visible[barrel] = true;
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
}
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { }
IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
{
foreach (var arm in armaments)
{
var palette = wr.Palette(arm.Info.MuzzlePalette);
foreach (var b in arm.Barrels)
{
var anim = anims[b];
if (anim.DisableFunc != null && anim.DisableFunc())
continue;
foreach (var r in anim.Render(self, palette))
yield return r;
}
}
}
IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
{
// Muzzle flashes don't contribute to actor bounds
yield break;
}
void ITick.Tick(Actor self)
{
foreach (var a in anims.Values)
a.Animation.Tick();
}
}
}