93 lines
2.4 KiB
C#
93 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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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namespace OpenRA.Traits
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{
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public class ScreenShakerInfo : TraitInfo
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{
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public readonly float2 MinMultiplier = new float2(-3, -3);
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public readonly float2 MaxMultiplier = new float2(3, 3);
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public override object Create(ActorInitializer init) { return new ScreenShaker(this); }
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}
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public class ScreenShaker : ITick, IWorldLoaded
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{
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readonly ScreenShakerInfo info;
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WorldRenderer worldRenderer;
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List<ShakeEffect> shakeEffects = new List<ShakeEffect>();
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int ticks = 0;
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public ScreenShaker(ScreenShakerInfo info)
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{
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this.info = info;
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}
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
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void ITick.Tick(Actor self)
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{
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if (shakeEffects.Any())
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{
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worldRenderer.Viewport.Scroll(GetScrollOffset(), true);
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shakeEffects.RemoveAll(t => t.ExpiryTime == ticks);
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}
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ticks++;
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}
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public void AddEffect(int time, WPos position, int intensity)
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{
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AddEffect(time, position, intensity, new float2(1, 1));
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}
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public void AddEffect(int time, WPos position, int intensity, float2 multiplier)
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{
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shakeEffects.Add(new ShakeEffect { ExpiryTime = ticks + time, Position = position, Intensity = intensity, Multiplier = multiplier });
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}
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float2 GetScrollOffset()
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{
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return GetMultiplier() * GetIntensity() * new float2(
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(float)Math.Sin((ticks * 2 * Math.PI) / 4),
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(float)Math.Cos((ticks * 2 * Math.PI) / 5));
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}
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float2 GetMultiplier()
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{
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return shakeEffects.Aggregate(float2.Zero, (sum, next) => sum + next.Multiplier)
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.Constrain(info.MinMultiplier, info.MaxMultiplier);
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}
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float GetIntensity()
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{
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var cp = worldRenderer.Viewport.CenterPosition;
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var intensity = 100 * 1024 * 1024 * shakeEffects.Sum(
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e => (float)e.Intensity / (e.Position - cp).LengthSquared);
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return Math.Min(intensity, 10);
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}
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}
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struct ShakeEffect
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{
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public int ExpiryTime;
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public WPos Position;
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public int Intensity;
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public float2 Multiplier;
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}
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}
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