105 lines
3.5 KiB
C#
105 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class ThrowsParticleInfo : TraitInfo, Requires<WithSpriteBodyInfo>, Requires<BodyOrientationInfo>
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{
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[FieldLoader.Require]
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public readonly string Anim = null;
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[Desc("Initial position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Minimum distance to throw the particle")]
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public readonly WDist MinThrowRange = new WDist(256);
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[Desc("Maximum distance to throw the particle")]
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public readonly WDist MaxThrowRange = new WDist(768);
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[Desc("Minimum angle to throw the particle")]
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public readonly WAngle MinThrowAngle = WAngle.FromDegrees(30);
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[Desc("Maximum angle to throw the particle")]
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public readonly WAngle MaxThrowAngle = WAngle.FromDegrees(60);
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[Desc("Speed to throw the particle (horizontal WPos/tick)")]
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public readonly int Velocity = 75;
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[Desc("Speed at which the particle turns.")]
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public readonly WAngle TurnSpeed = new WAngle(60);
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public override object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
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}
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class ThrowsParticle : ITick
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{
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WVec pos;
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WVec initialPos;
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WVec finalPos;
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WAngle angle;
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int tick = 0;
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int length;
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WAngle facing;
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WAngle rotation;
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int direction;
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public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
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{
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var self = init.Self;
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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// TODO: Carry orientation over from the parent instead of just facing
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var dynamicFacingInit = init.GetOrDefault<DynamicFacingInit>();
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var bodyFacing = dynamicFacingInit != null ? dynamicFacingInit.Value() : init.GetValue<FacingInit, WAngle>(WAngle.Zero);
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facing = TurretedInfo.WorldFacingFromInit(init, info, WAngle.Zero)();
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// Calculate final position
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var throwRotation = WRot.FromYaw(new WAngle(Game.CosmeticRandom.Next(1024)));
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var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Length, info.MaxThrowRange.Length);
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initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromYaw(bodyFacing)));
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finalPos = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation);
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angle = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle));
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length = (finalPos - initialPos).Length / info.Velocity;
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// WAngle requires positive inputs, so track the speed and direction separately
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var rotationSpeed = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed.Angle / 1024;
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direction = rotationSpeed < 0 ? -1 : 1;
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rotation = new WAngle(Math.Abs(rotationSpeed));
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var anim = new Animation(init.World, rs.GetImage(self), () => facing);
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anim.PlayRepeating(info.Anim);
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rs.Add(new AnimationWithOffset(anim, () => pos, null));
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}
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void ITick.Tick(Actor self)
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{
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if (tick >= length)
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return;
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pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
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// Spin the particle
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facing += new WAngle(direction * rotation.Angle);
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rotation = new WAngle(rotation.Angle * 90 / 100);
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}
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}
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}
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