110 lines
3.6 KiB
C#
Executable File
110 lines
3.6 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Graphics;
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using OpenRA.Mods.RA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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[Desc("Renders turrets for units with the Turreted trait.")]
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class WithTurretInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "turret";
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[Desc("Sequence name to use when prepared to fire")]
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public readonly string AimSequence = null;
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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[Desc("Render recoil")]
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public readonly bool Recoils = true;
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public object Create(ActorInitializer init) { return new WithTurret(init.self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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anim.Play(Sequence);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var offset = body.LocalToWorld(t.Offset.Rotate(orientation));
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yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
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}
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}
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class WithTurret : ITick
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{
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WithTurretInfo info;
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RenderSprites rs;
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IBodyOrientation body;
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AttackBase ab;
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Turreted t;
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IEnumerable<Armament> arms;
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Animation anim;
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public WithTurret(Actor self, WithTurretInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSprites>();
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body = self.Trait<IBodyOrientation>();
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ab = self.TraitOrDefault<AttackBase>();
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t = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == info.Turret);
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arms = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == info.Turret);
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anim = new Animation(self.World, rs.GetImage(self), () => t.turretFacing);
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anim.Play(info.Sequence);
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rs.Add("turret_{0}".F(info.Turret), new AnimationWithOffset(
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anim, () => TurretOffset(self), null, () => false, p => ZOffsetFromCenter(self, p, 1)));
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// Restrict turret facings to match the sprite
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t.QuantizedFacings = anim.CurrentSequence.Facings;
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}
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WVec TurretOffset(Actor self)
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{
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if (!info.Recoils)
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return t.Position(self);
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var recoil = arms.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
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var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
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var bodyOrientation = body.QuantizeOrientation(self, self.Orientation);
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var turretOrientation = body.QuantizeOrientation(self, t.LocalOrientation(self));
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return t.Position(self) + body.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
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}
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public void Tick(Actor self)
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{
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if (info.AimSequence == null)
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return;
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var sequence = ab.IsAttacking ? info.AimSequence : info.Sequence;
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anim.ReplaceAnim(sequence);
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}
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static public int ZOffsetFromCenter(Actor self, WPos pos, int offset)
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{
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var delta = self.CenterPosition - pos;
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return delta.Y + delta.Z + offset;
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}
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}
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}
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