125 lines
4.3 KiB
C#
125 lines
4.3 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 System;
|
|
using System.Collections.Generic;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.Common.Graphics;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits.Render
|
|
{
|
|
[Desc("Renders a decorative animation on units and buildings.")]
|
|
public class WithIdleOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
|
|
{
|
|
[Desc("Image used for this decoration. Defaults to the actor's type.")]
|
|
public readonly string Image = null;
|
|
|
|
[SequenceReference(nameof(Image), allowNullImage: true)]
|
|
[Desc("Animation to play when the actor is created.")]
|
|
public readonly string StartSequence = null;
|
|
|
|
[SequenceReference(nameof(Image), allowNullImage: true)]
|
|
[Desc("Sequence name to use")]
|
|
public readonly string Sequence = "idle-overlay";
|
|
|
|
[Desc("Position relative to body")]
|
|
public readonly WVec Offset = WVec.Zero;
|
|
|
|
[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;
|
|
|
|
public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
|
|
|
|
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
|
|
{
|
|
if (!EnabledByDefault)
|
|
yield break;
|
|
|
|
if (Palette != null)
|
|
p = init.WorldRenderer.Palette(IsPlayerPalette ? Palette + init.Get<OwnerInit>().InternalName : Palette);
|
|
|
|
Func<WAngle> facing;
|
|
var dynamicfacingInit = init.GetOrDefault<DynamicFacingInit>();
|
|
if (dynamicfacingInit != null)
|
|
facing = dynamicfacingInit.Value;
|
|
else
|
|
{
|
|
var f = init.GetValue<FacingInit, WAngle>(WAngle.Zero);
|
|
facing = () => f;
|
|
}
|
|
|
|
var anim = new Animation(init.World, Image ?? image, facing)
|
|
{
|
|
IsDecoration = IsDecoration
|
|
};
|
|
|
|
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
|
|
|
|
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
|
|
WRot Orientation() => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
|
|
WVec Offset() => body.LocalToWorld(this.Offset.Rotate(Orientation()));
|
|
int ZOffset()
|
|
{
|
|
var tmpOffset = Offset();
|
|
return tmpOffset.Y + tmpOffset.Z + 1;
|
|
}
|
|
|
|
yield return new SpriteActorPreview(anim, Offset, ZOffset, p);
|
|
}
|
|
}
|
|
|
|
public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged
|
|
{
|
|
readonly Animation overlay;
|
|
|
|
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
|
|
: base(info)
|
|
{
|
|
var rs = self.Trait<RenderSprites>();
|
|
var body = self.Trait<BodyOrientation>();
|
|
var facing = self.TraitOrDefault<IFacing>();
|
|
|
|
var image = info.Image ?? rs.GetImage(self);
|
|
overlay = new Animation(self.World, image,
|
|
facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)),
|
|
() => IsTraitPaused)
|
|
{
|
|
IsDecoration = info.IsDecoration
|
|
};
|
|
|
|
if (info.StartSequence != null)
|
|
overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
|
|
() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
|
|
else
|
|
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence));
|
|
|
|
var anim = new AnimationWithOffset(overlay,
|
|
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))),
|
|
() => IsTraitDisabled,
|
|
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
|
|
|
|
rs.Add(anim, info.Palette, info.IsPlayerPalette);
|
|
}
|
|
|
|
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
|
|
{
|
|
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
|
|
}
|
|
}
|
|
}
|