Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithAttackOverlay.cs
2024-07-29 21:56:36 +02:00

108 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Rendered together with an attack.")]
public class WithAttackOverlayInfo : TraitInfo, Requires<RenderSpritesInfo>
{
[Desc("Armament that will play the animation. Set to null to allow all armaments.")]
public readonly string Armament = null;
[SequenceReference]
[FieldLoader.Require]
[Desc("Sequence name to use")]
public readonly string Sequence = null;
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public readonly bool IsDecoration = false;
[Desc("Delay in ticks before overlay starts, either relative to attack preparation or attack.")]
public readonly int Delay = 0;
[Desc("Should the overlay be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
public override object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
}
public class WithAttackOverlay : INotifyAttack, ITick
{
readonly Animation overlay;
readonly RenderSprites renderSprites;
readonly WithAttackOverlayInfo info;
bool attacking;
int tick;
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
{
this.info = info;
renderSprites = init.Self.Trait<RenderSprites>();
var body = init.Self.TraitOrDefault<BodyOrientation>();
var facing = init.Self.TraitOrDefault<IFacing>();
overlay = new Animation(init.World, renderSprites.GetImage(init.Self),
facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)))
{
IsDecoration = info.IsDecoration
};
renderSprites.Add(new AnimationWithOffset(overlay, null, () => !attacking, p => RenderUtils.ZOffsetFromCenter(init.Self, p, 1)),
info.Palette, info.IsPlayerPalette);
}
void PlayOverlay()
{
attacking = true;
overlay.PlayThen(info.Sequence, () => attacking = false);
}
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Attack && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
{
if (info.Delay > 0)
tick = info.Delay;
else
PlayOverlay();
}
}
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
{
if (info.DelayRelativeTo == AttackDelayType.Preparation && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
{
if (info.Delay > 0)
tick = info.Delay;
else
PlayOverlay();
}
}
void ITick.Tick(Actor self)
{
if (info.Delay > 0 && --tick == 0)
PlayOverlay();
}
}
}