108 lines
3.0 KiB
C#
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();
|
|
}
|
|
}
|
|
}
|