131 lines
4.4 KiB
C#
131 lines
4.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Warheads;
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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("This actor has a death animation.")]
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public class WithDeathAnimationInfo : ITraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Sequence prefix to play when this actor is killed by a warhead.")]
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[SequenceReference(null, true)] public readonly string DeathSequence = "die";
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[Desc("The palette used for `DeathSequence`.")]
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[PaletteReference("DeathPaletteIsPlayerPalette")] public readonly string DeathSequencePalette = "player";
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[Desc("Custom death animation palette is a player palette BaseName")]
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public readonly bool DeathPaletteIsPlayerPalette = true;
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[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
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public readonly bool UseDeathTypeSuffix = true; // TODO: check the complete sequence with lint rules
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[Desc("Sequence to play when this actor is crushed.")]
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[SequenceReference] public readonly string CrushedSequence = null;
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[Desc("The palette used for `CrushedSequence`.")]
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[PaletteReference("CrushedPaletteIsPlayerPalette")] public readonly string CrushedSequencePalette = "effect";
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[Desc("Custom crushed animation palette is a player palette BaseName")]
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public readonly bool CrushedPaletteIsPlayerPalette = false;
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[FieldLoader.LoadUsing("LoadDeathTypes")]
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[Desc("Death animation to use for each damage type (defined on the warheads).",
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"Is only used if UseDeathTypeSuffix is `True`.")]
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public readonly Dictionary<string, int> DeathTypes = new Dictionary<string, int>();
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[Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")]
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[SequenceReference] public readonly string FallbackSequence = null;
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public static object LoadDeathTypes(MiniYaml yaml)
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{
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var md = yaml.ToDictionary();
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return md.ContainsKey("DeathTypes")
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? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue<int>("(value)", my.Value))
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: new Dictionary<string, int>();
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}
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public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
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}
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public class WithDeathAnimation : INotifyKilled, INotifyCrushed
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{
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public readonly WithDeathAnimationInfo Info;
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readonly RenderSprites rs;
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bool crushed;
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public WithDeathAnimation(Actor self, WithDeathAnimationInfo info)
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{
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Info = info;
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rs = self.Trait<RenderSprites>();
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}
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public void Killed(Actor self, AttackInfo e)
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{
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// Actors with Crushable trait will spawn CrushedSequence.
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if (crushed)
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return;
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var palette = Info.DeathSequencePalette;
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if (Info.DeathPaletteIsPlayerPalette)
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palette += self.Owner.InternalName;
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// Killed by some non-standard means
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if (e.Warhead == null || !(e.Warhead is DamageWarhead))
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{
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if (Info.FallbackSequence != null)
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SpawnDeathAnimation(self, self.CenterPosition, rs.GetImage(self), Info.FallbackSequence, palette);
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return;
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}
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var sequence = Info.DeathSequence;
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if (Info.UseDeathTypeSuffix)
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{
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var warhead = e.Warhead as DamageWarhead;
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var damageType = Info.DeathTypes.Keys.FirstOrDefault(warhead.DamageTypes.Contains);
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if (damageType == null)
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return;
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sequence += Info.DeathTypes[damageType];
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}
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SpawnDeathAnimation(self, self.CenterPosition, rs.GetImage(self), sequence, palette);
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}
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public void SpawnDeathAnimation(Actor self, WPos pos, string image, string sequence, string palette)
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{
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, w, image, sequence, palette)));
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}
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void INotifyCrushed.OnCrush(Actor self, Actor crusher, HashSet<string> crushClasses)
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{
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crushed = true;
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if (Info.CrushedSequence == null)
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return;
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var crushPalette = Info.CrushedSequencePalette;
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if (Info.CrushedPaletteIsPlayerPalette)
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crushPalette += self.Owner.InternalName;
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SpawnDeathAnimation(self, self.CenterPosition, rs.GetImage(self), Info.CrushedSequence, crushPalette);
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}
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void INotifyCrushed.WarnCrush(Actor self, Actor crusher, HashSet<string> crushClasses) { }
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}
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}
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