197 lines
7.2 KiB
C#
197 lines
7.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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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 decorative animation on units and buildings. Overlay switching controlled by " + nameof(PauseOnCondition) + ".")]
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public class WithSwitchableOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Image used for this decoration. Defaults to the actor's type.")]
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public readonly string Image = null;
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Animation to play when the trait is enabling and disabling.")]
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public readonly string SwitchingSequence = null;
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Animation to play when the trait is enabled")]
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public readonly string EnabledSequence = null;
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Animation to play when the trait is disabled.")]
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public readonly string DisabledSequence = null;
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool IsDecoration = false;
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[Desc("How long (1 level = 1 tick) should the switching animation play?")]
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public readonly int SwitchingLevel = 20;
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[Desc("Levels when actor is spawned.")]
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public readonly int SwitchingLevelOnSpawn = 20;
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public override object Create(ActorInitializer init) { return new WithSwitchableOverlay(init.Self, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (string.IsNullOrEmpty(SwitchingSequence) && string.IsNullOrEmpty(DisabledSequence) && string.IsNullOrEmpty(EnabledSequence))
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throw new YamlException($"At least one among '{nameof(EnabledSequence)}', '{nameof(DisabledSequence)}' and '{nameof(SwitchingSequence)}' cannot be null!");
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base.RulesetLoaded(rules, ai);
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}
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, 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 (Palette != null)
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p = init.WorldRenderer.Palette(IsPlayerPalette ? Palette + init.Get<OwnerInit>().InternalName : 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 ?? image, facing)
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{
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IsDecoration = IsDecoration
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};
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if (!string.IsNullOrEmpty(EnabledSequence))
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), EnabledSequence));
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else if (!string.IsNullOrEmpty(DisabledSequence))
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), DisabledSequence));
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else if (!string.IsNullOrEmpty(SwitchingSequence))
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), SwitchingSequence));
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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WRot Orientation() => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
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WVec Offset() => body.LocalToWorld(this.Offset.Rotate(Orientation()));
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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);
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}
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}
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public class WithSwitchableOverlay : PausableConditionalTrait<WithSwitchableOverlayInfo>, ITick, INotifyDamageStateChanged
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{
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readonly Animation overlay;
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int switchingLevel;
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int chargeSpeed;
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bool hasSwitched;
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public WithSwitchableOverlay(Actor self, WithSwitchableOverlayInfo info)
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: base(info)
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{
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switchingLevel = info.SwitchingLevelOnSpawn;
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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var facing = self.TraitOrDefault<IFacing>();
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var image = info.Image ?? rs.GetImage(self);
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overlay = new Animation(self.World, image, facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)), () => false)
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{
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IsDecoration = info.IsDecoration
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};
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if (!string.IsNullOrEmpty(Info.EnabledSequence))
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overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.EnabledSequence));
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else if (!string.IsNullOrEmpty(Info.DisabledSequence))
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overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.DisabledSequence));
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else if (!string.IsNullOrEmpty(Info.SwitchingSequence))
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overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.SwitchingSequence));
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))),
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() =>
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IsTraitDisabled ||
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(Info.SwitchingSequence == null && chargeSpeed != 0) ||
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(Info.EnabledSequence == null && switchingLevel > Info.SwitchingLevel) ||
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(Info.DisabledSequence == null && switchingLevel < 0),
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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protected override void TraitPaused(Actor self)
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{
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chargeSpeed = -1;
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hasSwitched = true;
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base.TraitPaused(self);
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}
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protected override void TraitResumed(Actor self)
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{
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chargeSpeed = 1;
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hasSwitched = true;
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base.TraitResumed(self);
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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switchingLevel += chargeSpeed;
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if (switchingLevel > Info.SwitchingLevel && chargeSpeed > 0)
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{
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if (!string.IsNullOrEmpty(Info.EnabledSequence))
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overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.EnabledSequence));
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chargeSpeed = 0;
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}
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else if (switchingLevel < 0 && chargeSpeed < 0)
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{
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if (!string.IsNullOrEmpty(Info.DisabledSequence))
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overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.DisabledSequence));
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chargeSpeed = 0;
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}
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else if (chargeSpeed != 0 && hasSwitched)
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{
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if (!string.IsNullOrEmpty(Info.SwitchingSequence))
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overlay.PlayFetchIndex(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.SwitchingSequence),
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() => int2.Lerp(0, overlay.CurrentSequence.Length, switchingLevel, Info.SwitchingLevel + 1));
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hasSwitched = false;
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}
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}
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}
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}
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