Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteBody.cs
2015-06-28 10:24:00 -05:00

105 lines
3.5 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;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Default trait for rendering sprite-based actors.")]
public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, IQuantizeBodyOrientationInfo,
Requires<RenderSpritesInfo>
{
[Desc("Animation to play when the actor is created.")]
[SequenceReference] public readonly string StartSequence = null;
[Desc("Animation to play when the actor is idle.")]
[SequenceReference] public readonly string Sequence = "idle";
public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var anim = new Animation(init.World, image);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
public virtual int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race)
{
return 1;
}
}
public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody, INotifyDamageStateChanged
{
public readonly Animation DefaultAnimation;
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
: this(init, info, () => 0) { }
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
: base(info)
{
var rs = init.Self.Trait<RenderSprites>();
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing);
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
if (Info.StartSequence != null)
PlayCustomAnimation(init.Self, Info.StartSequence,
() => DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, Info.Sequence)));
else
DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, Info.Sequence));
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
public void PlayCustomAnimation(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
{
DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence));
if (after != null)
after();
});
}
public void PlayCustomAnimationRepeating(Actor self, string name)
{
DefaultAnimation.PlayThen(name,
() => PlayCustomAnimationRepeating(self, name));
}
public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
if (after != null)
after();
});
}
public virtual void DamageStateChanged(Actor self, AttackInfo e)
{
if (DefaultAnimation.CurrentSequence != null)
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
}
}
}