Files
OpenRA/OpenRA.Mods.Common/Effects/FloatingSprite.cs
2023-08-23 23:40:11 +03:00

95 lines
2.5 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.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Effects
{
public sealed class FloatingSprite : IEffect, ISpatiallyPartitionable
{
readonly WDist[] speed;
readonly WDist[] gravity;
readonly Animation anim;
readonly bool visibleThroughFog;
readonly int turnRate;
readonly int randomRate;
readonly string palette;
WPos pos;
WVec offset;
int lifetime;
int ticks;
WAngle facing;
public FloatingSprite(Actor emitter, string image, string[] sequences, string palette, bool isPlayerPalette,
int[] lifetime, WDist[] speed, WDist[] gravity, int turnRate, int randomRate, WPos pos, WAngle facing,
bool visibleThroughFog = false)
{
var world = emitter.World;
this.pos = pos;
this.turnRate = turnRate;
this.randomRate = randomRate;
this.speed = speed;
this.gravity = gravity;
this.visibleThroughFog = visibleThroughFog;
this.facing = facing;
anim = new Animation(world, image, () => facing);
anim.PlayRepeating(sequences.Random(world.LocalRandom));
world.ScreenMap.Add(this, pos, anim.Image);
this.lifetime = Util.RandomInRange(world.LocalRandom, lifetime);
this.palette = isPlayerPalette ? palette + emitter.Owner.InternalName : palette;
}
public void Tick(World world)
{
if (--lifetime < 0)
{
world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
return;
}
if (--ticks < 0)
{
var forward = Util.RandomDistance(world.LocalRandom, speed).Length;
var height = Util.RandomDistance(world.LocalRandom, gravity).Length;
offset = new WVec(forward, 0, height);
if (turnRate > 0)
facing = WAngle.FromFacing(Util.NormalizeFacing(facing.Facing + world.LocalRandom.Next(-turnRate, turnRate)));
offset = offset.Rotate(WRot.FromYaw(facing));
ticks = randomRate;
}
anim.Tick();
pos += offset;
world.ScreenMap.Update(this, pos, anim.Image);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
if (!visibleThroughFog && wr.World.FogObscures(pos))
return SpriteRenderable.None;
return anim.Render(pos, wr.Palette(palette));
}
}
}