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

100 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public class WithVoxelBarrelInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<ArmamentInfo>, Requires<TurretedInfo>
{
[Desc("Voxel sequence name to use")]
public readonly string Sequence = "barrel";
[Desc("Armament to use for recoil")]
public readonly string Armament = "primary";
[Desc("Visual offset")]
public readonly WVec LocalOffset = WVec.Zero;
[Desc("Rotate the barrel relative to the body")]
public readonly WRot LocalOrientation = WRot.None;
[Desc("Defines if the Voxel should have a shadow.")]
public readonly bool ShowShadow = true;
public override object Create(ActorInitializer init) { return new WithVoxelBarrel(init.Self, this); }
public IEnumerable<ModelAnimation> RenderPreviewVoxels(
ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var armament = init.Actor.TraitInfos<ArmamentInfo>()
.First(a => a.Name == Armament);
var t = init.Actor.TraitInfos<TurretedInfo>()
.First(tt => tt.Turret == armament.Turret);
var model = init.World.ModelCache.GetModelSequence(image, Sequence);
var turretOrientation = t.PreviewOrientation(init, orientation, facings);
Func<WRot> quantizedBody = () => body.QuantizeOrientation(orientation(), facings);
Func<WVec> barrelOffset = () => body.LocalToWorld((t.Offset + LocalOffset.Rotate(turretOrientation())).Rotate(quantizedBody()));
Func<WRot> barrelOrientation = () => LocalOrientation.Rotate(turretOrientation()).Rotate(quantizedBody());
yield return new ModelAnimation(model, barrelOffset, barrelOrientation, () => false, () => 0, ShowShadow);
}
}
public class WithVoxelBarrel : ConditionalTrait<WithVoxelBarrelInfo>
{
readonly Actor self;
readonly Armament armament;
readonly Turreted turreted;
readonly BodyOrientation body;
public WithVoxelBarrel(Actor self, WithVoxelBarrelInfo info)
: base(info)
{
this.self = self;
body = self.Trait<BodyOrientation>();
armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == Info.Armament);
turreted = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == armament.Info.Turret);
var rv = self.Trait<RenderVoxels>();
rv.Add(new ModelAnimation(self.World.ModelCache.GetModelSequence(rv.Image, Info.Sequence),
BarrelOffset, BarrelRotation,
() => IsTraitDisabled, () => 0, info.ShowShadow));
}
WVec BarrelOffset()
{
var orientation = turreted != null ? turreted.WorldOrientation : self.Orientation;
var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
return body.LocalToWorld(turretLocalOffset + localOffset.Rotate(orientation));
}
WRot BarrelRotation()
{
return Info.LocalOrientation.Rotate(turreted != null ? turreted.WorldOrientation : self.Orientation);
}
}
}