Files
OpenRA/OpenRA.Mods.Common/Effects/Contrail.cs
reaperrr 006e66a3c3 Refactored IQuantizeBodyOrientation implementation
Moved BodyOrientation and related interfaces from Game to Mods.Common.
Introduced QuantizeFacingsFromSequence trait.
With*Body render traits no longer implement IQuantizeBodyOrientation
themselves.
2015-08-24 00:48:56 +02:00

68 lines
1.9 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.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Effects
{
[Desc("Draw a colored contrail behind this actor when they move.")]
class ContrailInfo : ITraitInfo, Requires<IBodyOrientationInfo>
{
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Measured in pixels.")]
public readonly int TrailLength = 25;
[Desc("RGB color of the contrail.")]
public readonly Color Color = Color.White;
[Desc("Use player remap color instead of a custom color?")]
public readonly bool UsePlayerColor = true;
public object Create(ActorInitializer init) { return new Contrail(init.Self, this); }
}
class Contrail : ITick, IRender
{
readonly ContrailInfo info;
readonly IBodyOrientation body;
// This is a mutable struct, so it can't be readonly.
ContrailRenderable trail;
public Contrail(Actor self, ContrailInfo info)
{
this.info = info;
var color = info.UsePlayerColor ? ContrailRenderable.ChooseColor(self) : info.Color;
trail = new ContrailRenderable(self.World, color, info.TrailLength, 0, 0);
body = self.Trait<IBodyOrientation>();
}
public void Tick(Actor self)
{
var local = info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation));
trail.Update(self.CenterPosition + body.LocalToWorld(local));
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
yield return trail;
}
}
}