Files
OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs
2013-11-12 19:39:33 +13:00

108 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "muzzle";
[Desc("Armament name")]
public readonly string Armament = "primary";
[Desc("Are the muzzle facings split into multiple shps?")]
public readonly bool SplitFacings = false;
[Desc("Number of separate facing images that are defined in the sequences.")]
public readonly int FacingCount = 8;
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
}
class WithMuzzleFlash : INotifyAttack, IRender, ITick
{
readonly WithMuzzleFlashInfo info;
Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
Func<int> getFacing;
public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
{
this.info = info;
var render = self.Trait<RenderSprites>();
var facing = self.TraitOrDefault<IFacing>();
var arm = self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == info.Armament);
foreach (var b in arm.Barrels)
{
var barrel = b;
var turreted = self.TraitsImplementing<Turreted>()
.FirstOrDefault(t => t.Name == arm.Info.Turret);
getFacing = turreted != null ? () => turreted.turretFacing :
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
visible.Add(barrel, false);
anims.Add(barrel,
new AnimationWithOffset(muzzleFlash,
() => arm.MuzzleOffset(self, barrel),
() => !visible[barrel],
p => WithTurret.ZOffsetFromCenter(self, p, 2)));
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a.Info.Name != info.Armament)
return;
visible[barrel] = true;
var sequence = info.Sequence;
if (info.SplitFacings)
sequence += Traits.Util.QuantizeFacing(getFacing(), info.FacingCount).ToString();
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
foreach (var kv in anims)
{
if (!visible[kv.Key])
continue;
if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
continue;
foreach (var r in kv.Value.Render(self, wr, wr.Palette("effect"), 1f))
yield return r;
}
}
public void Tick(Actor self)
{
foreach (var a in anims.Values)
a.Animation.Tick();
}
}
}