Files
OpenRA/OpenRA.Mods.Common/Effects/NukeLaunch.cs

100 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects
{
public class NukeLaunch : IEffect
{
readonly Player firedBy;
readonly Animation anim;
readonly WeaponInfo weapon;
readonly string flashType;
readonly WPos ascendSource;
readonly WPos ascendTarget;
readonly WPos descendSource;
readonly WPos descendTarget;
readonly int delay;
readonly int turn;
WPos pos;
int ticks;
public NukeLaunch(Player firedBy, string name, WeaponInfo weapon, WPos launchPos, WPos targetPos, WDist velocity, int delay, bool skipAscent, string flashType)
{
this.firedBy = firedBy;
this.weapon = weapon;
this.delay = delay;
turn = delay / 2;
this.flashType = flashType;
var offset = new WVec(WDist.Zero, WDist.Zero, velocity * turn);
ascendSource = launchPos;
ascendTarget = launchPos + offset;
descendSource = targetPos + offset;
descendTarget = targetPos;
anim = new Animation(firedBy.World, name);
anim.PlayRepeating("up");
pos = launchPos;
if (weapon.Report != null && weapon.Report.Any())
Game.Sound.Play(weapon.Report.Random(firedBy.World.SharedRandom), pos);
if (skipAscent)
ticks = turn;
}
public void Tick(World world)
{
anim.Tick();
if (ticks == turn)
anim.PlayRepeating("down");
if (ticks <= turn)
pos = WPos.LerpQuadratic(ascendSource, ascendTarget, WAngle.Zero, ticks, turn);
else
pos = WPos.LerpQuadratic(descendSource, descendTarget, WAngle.Zero, ticks - turn, delay - turn);
if (ticks == delay)
Explode(world);
ticks++;
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
weapon.Impact(Target.FromPos(pos), firedBy.PlayerActor, Enumerable.Empty<int>());
world.WorldActor.Trait<ScreenShaker>().AddEffect(20, pos, 5);
foreach (var flash in world.WorldActor.TraitsImplementing<FlashPaletteEffect>())
if (flash.Info.Type == flashType)
flash.Enable(-1);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
return anim.Render(pos, wr.Palette("effect"));
}
public float FractionComplete { get { return ticks * 1f / delay; } }
}
}