122 lines
3.6 KiB
C#
122 lines
3.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* 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 System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Renders the MuzzleSequence from the Armament trait.")]
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class WithMuzzleOverlayInfo : UpgradableTraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
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{
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[Desc("Ignore the weapon position, and always draw relative to the center of the actor")]
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public readonly bool IgnoreOffset = false;
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public override object Create(ActorInitializer init) { return new WithMuzzleOverlay(init.Self, this); }
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}
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class WithMuzzleOverlay : UpgradableTrait<WithMuzzleOverlayInfo>, INotifyAttack, IRender, ITick
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{
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readonly Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
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readonly Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
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readonly Func<int> getFacing;
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readonly Armament[] armaments;
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public WithMuzzleOverlay(Actor self, WithMuzzleOverlayInfo info)
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: base(info)
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{
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var render = self.Trait<RenderSprites>();
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var facing = self.TraitOrDefault<IFacing>();
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armaments = self.TraitsImplementing<Armament>().ToArray();
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foreach (var arm in armaments)
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{
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var armClosure = arm; // closure hazard in AnimationWithOffset
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// Skip armaments that don't define muzzles
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if (arm.Info.MuzzleSequence == null)
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continue;
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foreach (var b in arm.Barrels)
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{
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var barrel = b;
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var turreted = self.TraitsImplementing<Turreted>()
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.FirstOrDefault(t => t.Name == arm.Info.Turret);
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// Workaround for broken ternary operators in certain versions of mono (3.10 and
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// certain versions of the 3.8 series): https://bugzilla.xamarin.com/show_bug.cgi?id=23319
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if (turreted != null)
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getFacing = () => turreted.TurretFacing;
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else if (facing != null)
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getFacing = () => facing.Facing;
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else
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getFacing = () => 0;
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var muzzleFlash = new Animation(self.World, render.GetImage(self), getFacing);
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visible.Add(barrel, false);
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anims.Add(barrel,
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new AnimationWithOffset(muzzleFlash,
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() => info.IgnoreOffset ? WVec.Zero : armClosure.MuzzleOffset(self, barrel),
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() => IsTraitDisabled || !visible[barrel],
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p => RenderUtils.ZOffsetFromCenter(self, p, 2)));
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}
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}
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a == null)
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return;
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var sequence = a.Info.MuzzleSequence;
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if (sequence == null)
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return;
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if (a.Info.MuzzleSplitFacings > 0)
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sequence += Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
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if (barrel == null)
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return;
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visible[barrel] = true;
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anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
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}
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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foreach (var arm in armaments)
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{
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var palette = wr.Palette(arm.Info.MuzzlePalette);
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foreach (var kv in anims)
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{
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if (!visible[kv.Key])
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continue;
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if (kv.Value.DisableFunc != null && kv.Value.DisableFunc())
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continue;
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foreach (var r in kv.Value.Render(self, wr, palette, 1f))
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yield return r;
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}
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}
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}
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public void Tick(Actor self)
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{
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foreach (var a in anims.Values)
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a.Animation.Tick();
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}
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}
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}
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