94 lines
3.5 KiB
C#
94 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public class WithVoxelTurretInfo : ConditionalTraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>, Requires<TurretedInfo>
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{
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[Desc("Voxel sequence name to use")]
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public readonly string Sequence = "turret";
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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[Desc("Defines if the Voxel should have a shadow.")]
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public readonly bool ShowShadow = true;
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public override object Create(ActorInitializer init) { return new WithVoxelTurret(init.Self, this); }
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public IEnumerable<ModelAnimation> RenderPreviewVoxels(
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
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{
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if (!EnabledByDefault)
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var model = init.World.ModelCache.GetModelSequence(image, Sequence);
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Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
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var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, Turret);
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Func<WRot> turretBodyOrientation = () => WRot.FromYaw(WAngle.FromFacing(turretFacing()) - orientation().Yaw);
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yield return new ModelAnimation(model, turretOffset,
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() => new[] { turretBodyOrientation(), body.QuantizeOrientation(orientation(), facings) }, () => false, () => 0, ShowShadow);
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}
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}
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public class WithVoxelTurret : ConditionalTrait<WithVoxelTurretInfo>, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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readonly Actor self;
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readonly Turreted turreted;
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readonly BodyOrientation body;
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// TODO: This should go away once https://github.com/OpenRA/OpenRA/issues/7035 is implemented
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bool buildComplete;
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public WithVoxelTurret(Actor self, WithVoxelTurretInfo info)
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: base(info)
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{
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this.self = self;
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body = self.Trait<BodyOrientation>();
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == Info.Turret);
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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var rv = self.Trait<RenderVoxels>();
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rv.Add(new ModelAnimation(self.World.ModelCache.GetModelSequence(rv.Image, Info.Sequence),
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() => turreted.Position(self), TurretRotation,
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() => IsTraitDisabled || !buildComplete, () => 0, info.ShowShadow));
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}
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IEnumerable<WRot> TurretRotation()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.WorldOrientation(self) - b + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; }
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; }
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor toActor) { }
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}
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}
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