Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteRotorOverlay.cs

81 lines
2.9 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 OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays a helicopter rotor overlay.")]
public class WithSpriteRotorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use when flying")]
[SequenceReference] public readonly string Sequence = "rotor";
[Desc("Sequence name to use when landed")]
[SequenceReference] public readonly string GroundSequence = "slow-rotor";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithSpriteRotorOverlay(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
}
}
public class WithSpriteRotorOverlay : ITick
{
readonly WithSpriteRotorOverlayInfo info;
readonly Animation rotorAnim;
readonly IMove movement;
public WithSpriteRotorOverlay(Actor self, WithSpriteRotorOverlayInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
movement = self.Trait<IMove>();
rotorAnim = new Animation(self.World, rs.GetImage(self));
rotorAnim.PlayRepeating(info.Sequence);
rs.Add(new AnimationWithOffset(rotorAnim,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
null, p => ZOffsetFromCenter(self, p, 1)));
}
public void Tick(Actor self)
{
var isFlying = movement.IsMoving && !self.IsDead;
if (isFlying ^ (rotorAnim.CurrentSequence.Name != info.Sequence))
return;
rotorAnim.ReplaceAnim(isFlying ? info.Sequence : info.GroundSequence);
}
public static int ZOffsetFromCenter(Actor self, WPos pos, int offset)
{
var delta = self.CenterPosition - pos;
return delta.Y + delta.Z + offset;
}
}
}