Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteBody.cs

142 lines
4.8 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";
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, INotifyBuildComplete, 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);
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => 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,
() => PlayCustomAnimationRepeating(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 virtual void OnBuildComplete(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
}
// TODO: Get rid of INotifyBuildComplete in favor of using the condition system
void INotifyBuildComplete.BuildingComplete(Actor self)
{
OnBuildComplete(self);
}
public void PlayCustomAnimation(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
{
CancelCustomAnimation(self);
if (after != null)
after();
});
}
public void PlayCustomAnimationRepeating(Actor self, string name)
{
var sequence = NormalizeSequence(self, name);
DefaultAnimation.PlayThen(sequence, () => PlayCustomAnimationRepeating(self, sequence));
}
public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
{
CancelCustomAnimation(self);
if (after != null)
after();
});
}
public 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);
}
}
}