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

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));
}
}
}