199 lines
6.3 KiB
C#
199 lines
6.3 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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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders a parachute on units.")]
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public class WithParachuteInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("The image that contains the parachute sequences.")]
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public readonly string Image = null;
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[SequenceReference("Image")]
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[Desc("Parachute opening sequence.")]
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public readonly string OpeningSequence = null;
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[SequenceReference("Image")]
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[Desc("Parachute idle sequence.")]
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public readonly string Sequence = null;
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[SequenceReference("Image")]
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[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
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public readonly string ClosingSequence = null;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Palette used to render the parachute.")]
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public readonly string Palette = "player";
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public readonly bool IsPlayerPalette = true;
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[Desc("Parachute position relative to the paradropped unit.")]
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public readonly WVec Offset = new WVec(0, 0, 384);
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[Desc("The image that contains the shadow sequence for the paradropped unit.")]
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public readonly string ShadowImage = null;
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[SequenceReference("ShadowImage")]
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[Desc("Paradropped unit's shadow sequence.")]
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public readonly string ShadowSequence = null;
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[PaletteReference(false)]
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[Desc("Palette used to render the paradropped unit's shadow.")]
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public readonly string ShadowPalette = "shadow";
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[Desc("Shadow position relative to the paradropped unit's intended landing position.")]
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public readonly WVec ShadowOffset = new WVec(0, 128, 0);
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[Desc("Z-offset to apply on the shadow sequence.")]
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public readonly int ShadowZOffset = 0;
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public override object Create(ActorInitializer init) { return new WithParachute(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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if (!EnabledByDefault)
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yield break;
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if (image == null)
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yield break;
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// For this, image must not be null
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if (Palette != null)
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p = init.WorldRenderer.Palette(Palette);
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Func<WAngle> facing;
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var dynamicfacingInit = init.GetOrDefault<DynamicFacingInit>();
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if (dynamicfacingInit != null)
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facing = dynamicfacingInit.Value;
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else
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{
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var f = init.GetValue<FacingInit, WAngle>(WAngle.Zero);
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facing = () => f;
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}
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var anim = new Animation(init.World, image);
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anim.PlayThen(OpeningSequence, () => anim.PlayRepeating(Sequence));
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
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Func<int> zOffset = () =>
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{
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var tmpOffset = offset();
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return tmpOffset.Y + tmpOffset.Z + 1;
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};
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yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale);
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}
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}
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public class WithParachute : ConditionalTrait<WithParachuteInfo>, ITick, IRender
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{
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readonly Animation shadow;
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readonly AnimationWithOffset anim;
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readonly WithParachuteInfo info;
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bool renderProlonged = false;
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public WithParachute(Actor self, WithParachuteInfo info)
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: base(info)
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{
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this.info = info;
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if (info.ShadowImage != null)
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{
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shadow = new Animation(self.World, info.ShadowImage);
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shadow.PlayRepeating(info.ShadowSequence);
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}
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if (info.Image == null)
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return;
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// For this, info.Image must not be null
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var overlay = new Animation(self.World, info.Image);
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var body = self.Trait<BodyOrientation>();
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anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => IsTraitDisabled && !renderProlonged,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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var rs = self.Trait<RenderSprites>();
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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protected override void TraitEnabled(Actor self)
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{
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if (info.Image == null)
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return;
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anim.Animation.PlayThen(info.OpeningSequence, () => anim.Animation.PlayRepeating(info.Sequence));
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}
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protected override void TraitDisabled(Actor self)
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{
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if (info.Image == null)
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return;
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renderProlonged = true;
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if (!string.IsNullOrEmpty(info.ClosingSequence))
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anim.Animation.PlayThen(info.ClosingSequence, () => renderProlonged = false);
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else
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anim.Animation.PlayBackwardsThen(info.OpeningSequence, () => renderProlonged = false);
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}
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void ITick.Tick(Actor self)
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{
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shadow?.Tick();
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}
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IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
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{
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if (info.ShadowImage == null)
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return Enumerable.Empty<IRenderable>();
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if (IsTraitDisabled || self.IsDead || !self.IsInWorld)
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return Enumerable.Empty<IRenderable>();
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if (self.World.FogObscures(self))
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return Enumerable.Empty<IRenderable>();
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var dat = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
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var pos = self.CenterPosition - new WVec(0, 0, dat.Length);
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var palette = wr.Palette(info.ShadowPalette);
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return new IRenderable[] { new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, palette, 1, true, shadow.CurrentSequence.IgnoreWorldTint) };
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}
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IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
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{
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if (info.ShadowImage == null)
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return Enumerable.Empty<Rectangle>();
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if (IsTraitDisabled || self.IsDead || !self.IsInWorld)
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return Enumerable.Empty<Rectangle>();
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if (self.World.FogObscures(self))
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return Enumerable.Empty<Rectangle>();
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var dat = self.World.Map.DistanceAboveTerrain(self.CenterPosition);
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var pos = self.CenterPosition - new WVec(0, 0, dat.Length);
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return new Rectangle[] { shadow.ScreenBounds(wr, pos, info.ShadowOffset, 1) };
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}
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}
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}
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