87 lines
2.8 KiB
C#
87 lines
2.8 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2022 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, either version 3 of
|
|
* the License, or (at your option) any later version. For more
|
|
* information, see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using OpenRA.Effects;
|
|
using OpenRA.Graphics;
|
|
|
|
namespace OpenRA.Mods.Common.Effects
|
|
{
|
|
public class SpriteEffect : IEffect, ISpatiallyPartitionable
|
|
{
|
|
readonly World world;
|
|
readonly string palette;
|
|
readonly Animation anim;
|
|
readonly Func<WPos> posFunc;
|
|
readonly bool visibleThroughFog;
|
|
readonly string sequence;
|
|
WPos pos;
|
|
int delay;
|
|
bool initialized;
|
|
|
|
// Facing is last on these overloads partially for backwards compatibility with previous main ctor revision
|
|
// and partially because most effects don't need it. The latter is also the reason for placement of 'delay'.
|
|
public SpriteEffect(WPos pos, World world, string image, string sequence, string palette,
|
|
bool visibleThroughFog = false, int delay = 0)
|
|
: this(() => pos, () => WAngle.Zero, world, image, sequence, palette, visibleThroughFog, delay) { }
|
|
|
|
public SpriteEffect(Actor actor, World world, string image, string sequence, string palette,
|
|
bool visibleThroughFog = false, int delay = 0)
|
|
: this(() => actor.CenterPosition, () => WAngle.Zero, world, image, sequence, palette, visibleThroughFog, delay) { }
|
|
|
|
public SpriteEffect(WPos pos, WAngle facing, World world, string image, string sequence, string palette,
|
|
bool visibleThroughFog = false, int delay = 0)
|
|
: this(() => pos, () => facing, world, image, sequence, palette, visibleThroughFog, delay) { }
|
|
|
|
public SpriteEffect(Func<WPos> posFunc, Func<WAngle> facingFunc, World world, string image, string sequence, string palette,
|
|
bool visibleThroughFog = false, int delay = 0)
|
|
{
|
|
this.world = world;
|
|
this.posFunc = posFunc;
|
|
this.palette = palette;
|
|
this.sequence = sequence;
|
|
this.visibleThroughFog = visibleThroughFog;
|
|
this.delay = delay;
|
|
pos = posFunc();
|
|
anim = new Animation(world, image, facingFunc);
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
if (delay-- > 0)
|
|
return;
|
|
|
|
if (!initialized)
|
|
{
|
|
anim.PlayThen(sequence, () => world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); }));
|
|
world.ScreenMap.Add(this, pos, anim.Image);
|
|
initialized = true;
|
|
}
|
|
else
|
|
{
|
|
anim.Tick();
|
|
|
|
pos = posFunc();
|
|
world.ScreenMap.Update(this, pos, anim.Image);
|
|
}
|
|
}
|
|
|
|
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
|
{
|
|
if (!initialized || (!visibleThroughFog && world.FogObscures(pos)))
|
|
return SpriteRenderable.None;
|
|
|
|
return anim.Render(pos, wr.Palette(palette));
|
|
}
|
|
}
|
|
}
|