Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithParachute.cs
2015-12-12 20:42:43 +00:00

154 lines
5.1 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders a parachute on units.")]
public class WithParachuteInfo : UpgradableTraitInfo, ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("The image that contains the parachute sequences.")]
public readonly string Image = null;
[Desc("Parachute opening sequence.")]
[SequenceReference("Image")] public readonly string OpeningSequence = null;
[Desc("Parachute idle sequence.")]
[SequenceReference("Image")] public readonly string Sequence = null;
[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
[SequenceReference("Image")] public readonly string ClosingSequence = null;
[Desc("Palette used to render the parachute.")]
public readonly string Palette = "player";
[Desc("Parachute position relative to the paradropped unit.")]
public readonly WVec Offset = new WVec(0, 0, 384);
[Desc("The image that contains the shadow sequence for the paradropped unit.")]
public readonly string ShadowImage = null;
[Desc("Paradropped unit's shadow sequence.")]
[SequenceReference("ShadowImage")] public readonly string ShadowSequence = null;
[Desc("Palette used to render the paradropped unit's shadow.")]
public readonly string ShadowPalette = "shadow";
[Desc("Shadow position relative to the paradropped unit's intended landing position.")]
public readonly WVec ShadowOffset = new WVec(0, 128, 0);
[Desc("Z-offset to apply on the shadow sequence.")]
public readonly int ShadowZOffset = 0;
public override object Create(ActorInitializer init) { return new WithParachute(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (UpgradeMinEnabledLevel > 0)
yield break;
if (image == null)
yield break;
// For this, image must not be null
if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
var anim = new Animation(init.World, image);
anim.PlayThen(OpeningSequence, () => anim.PlayRepeating(Sequence));
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
}
}
public class WithParachute : UpgradableTrait<WithParachuteInfo>, IRender
{
readonly Animation shadow;
readonly AnimationWithOffset anim;
readonly WithParachuteInfo info;
bool renderProlonged = false;
public WithParachute(Actor self, WithParachuteInfo info)
: base(info)
{
this.info = info;
if (info.ShadowImage != null)
{
shadow = new Animation(self.World, info.ShadowImage);
shadow.PlayRepeating(info.ShadowSequence);
}
if (info.Image == null)
return;
// For this, info.Image must not be null
var overlay = new Animation(self.World, info.Image);
var body = self.Trait<BodyOrientation>();
anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled && !renderProlonged,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
var rs = self.Trait<RenderSprites>();
rs.Add(anim, info.Palette);
}
protected override void UpgradeEnabled(Actor self)
{
if (info.Image == null)
return;
anim.Animation.PlayThen(info.OpeningSequence, () => anim.Animation.PlayRepeating(info.Sequence));
}
protected override void UpgradeDisabled(Actor self)
{
if (info.Image == null)
return;
renderProlonged = true;
if (!string.IsNullOrEmpty(info.ClosingSequence))
anim.Animation.PlayThen(info.ClosingSequence, () => renderProlonged = false);
else
anim.Animation.PlayBackwardsThen(info.OpeningSequence, () => renderProlonged = false);
}
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
if (info.ShadowImage == null)
return Enumerable.Empty<IRenderable>();
if (IsTraitDisabled)
return Enumerable.Empty<IRenderable>();
if (self.IsDead || !self.IsInWorld)
return Enumerable.Empty<IRenderable>();
if (self.World.FogObscures(self))
return Enumerable.Empty<IRenderable>();
shadow.Tick();
var pos = self.CenterPosition - new WVec(0, 0, self.CenterPosition.Z);
return new IRenderable[] { new SpriteRenderable(shadow.Image, pos, info.ShadowOffset, info.ShadowZOffset, wr.Palette(info.ShadowPalette), 1, true) };
}
}
}