Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithMuzzleOverlay.cs
2016-01-19 23:35:18 +00:00

122 lines
3.6 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 System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders the MuzzleSequence from the Armament trait.")]
class WithMuzzleOverlayInfo : UpgradableTraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
{
[Desc("Ignore the weapon position, and always draw relative to the center of the actor")]
public readonly bool IgnoreOffset = false;
public override object Create(ActorInitializer init) { return new WithMuzzleOverlay(init.Self, this); }
}
class WithMuzzleOverlay : UpgradableTrait<WithMuzzleOverlayInfo>, INotifyAttack, IRender, ITick
{
readonly Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
readonly Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
readonly Func<int> getFacing;
readonly Armament[] armaments;
public WithMuzzleOverlay(Actor self, WithMuzzleOverlayInfo info)
: base(info)
{
var render = self.Trait<RenderSprites>();
var facing = self.TraitOrDefault<IFacing>();
armaments = self.TraitsImplementing<Armament>().ToArray();
foreach (var arm in armaments)
{
var armClosure = arm; // closure hazard in AnimationWithOffset
// Skip armaments that don't define muzzles
if (arm.Info.MuzzleSequence == null)
continue;
foreach (var b in arm.Barrels)
{
var barrel = b;
var turreted = self.TraitsImplementing<Turreted>()
.FirstOrDefault(t => t.Name == arm.Info.Turret);
// Workaround for broken ternary operators in certain versions of mono (3.10 and
// certain versions of the 3.8 series): https://bugzilla.xamarin.com/show_bug.cgi?id=23319
if (turreted != null)
getFacing = () => turreted.TurretFacing;
else if (facing != null)
getFacing = () => facing.Facing;
else
getFacing = () => 0;
var muzzleFlash = new Animation(self.World, render.GetImage(self), getFacing);
visible.Add(barrel, false);
anims.Add(barrel,
new AnimationWithOffset(muzzleFlash,
() => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel),
() => IsTraitDisabled || !visible[barrel],
p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
}
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (a == null)
return;
var sequence = a.Info.MuzzleSequence;
if (sequence == null)
return;
if (a.Info.MuzzleSplitFacings > 0)
sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
if (barrel == null)
return;
visible[barrel] = true;
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
foreach (var arm in armaments)
{
var palette = wr.Palette(arm.Info.MuzzlePalette);
foreach (var kv in anims)
{
if (!visible[kv.Key])
continue;
if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
continue;
foreach (var r in kv.Value.Render(self, wr, palette, 1f))
yield return r;
}
}
}
public void Tick(Actor self)
{
foreach (var a in anims.Values)
a.Animation.Tick();
}
}
}