These are used to filter *Renderables that shouldn't be copied for things like highlight or shadow.
86 lines
2.0 KiB
C#
86 lines
2.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Effects
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{
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public class Parachute : IEffect
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{
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readonly Animation paraAnim;
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readonly WVec parachuteOffset;
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readonly Actor cargo;
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WPos pos;
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WVec fallRate = new WVec(0, 0, 13);
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public Parachute(Actor cargo, WPos dropPosition)
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{
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this.cargo = cargo;
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var pai = cargo.Info.Traits.GetOrDefault<ParachuteAttachmentInfo>();
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paraAnim = new Animation(pai != null ? pai.ParachuteSprite : "parach");
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paraAnim.PlayThen("open", () => paraAnim.PlayRepeating("idle"));
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if (pai != null)
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parachuteOffset = pai.Offset;
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// Adjust x,y to match the target subcell
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cargo.Trait<IPositionable>().SetPosition(cargo, dropPosition.ToCPos());
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var cp = cargo.CenterPosition;
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pos = new WPos(cp.X, cp.Y, dropPosition.Z);
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}
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public void Tick(World world)
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{
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paraAnim.Tick();
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pos -= fallRate;
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if (pos.Z <= 0)
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{
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world.AddFrameEndTask(w =>
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{
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w.Remove(this);
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cargo.CancelActivity();
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w.Add(cargo);
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foreach (var npl in cargo.TraitsImplementing<INotifyParachuteLanded>())
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npl.OnLanded();
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});
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}
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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var rc = cargo.Render(wr);
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// Don't render anything if the cargo is invisible (e.g. under fog)
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if (!rc.Any())
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yield break;
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var shadow = wr.Palette("shadow");
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foreach (var c in rc)
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{
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if (!c.IsDecoration)
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yield return c.WithPalette(shadow).WithZOffset(c.ZOffset - 1).AsDecoration();
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yield return c.OffsetBy(pos - c.Pos);
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}
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foreach (var r in paraAnim.Render(pos, parachuteOffset, 1, rc.First().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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