103 lines
3.6 KiB
C#
103 lines
3.6 KiB
C#
#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.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Renders barrels for units with the Turreted trait.")]
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class WithBarrelInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "barrel";
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[Desc("Armament to use for recoil")]
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public readonly string Armament = "primary";
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[Desc("Turreted 'Barrel' key to display")]
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public readonly string Barrel = "first";
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[Desc("Visual offset")]
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public readonly WVec LocalOffset = WVec.Zero;
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public object Create(ActorInitializer init) { return new WithBarrel(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 armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
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.First(a => a.Name == Armament);
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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.First(tt => tt.Turret == armament.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 turretOrientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(t.InitialFacing)), facings);
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var turretOffset = body.LocalToWorld(t.Offset.Rotate(turretOrientation));
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yield return new SpriteActorPreview(anim, turretOffset, turretOffset.Y + turretOffset.Z, p, rs.Scale);
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}
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}
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class WithBarrel
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{
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WithBarrelInfo info;
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Actor self;
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Armament armament;
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Turreted turreted;
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IBodyOrientation body;
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Animation anim;
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public WithBarrel(Actor self, WithBarrelInfo info)
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{
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this.self = self;
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this.info = info;
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body = self.Trait<IBodyOrientation>();
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armament = self.TraitsImplementing<Armament>()
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.First(a => a.Info.Name == info.Armament);
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turreted = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == armament.Info.Turret);
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var rs = self.Trait<RenderSprites>();
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anim = new Animation(self.World, rs.GetImage(self), () => turreted.TurretFacing);
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anim.Play(info.Sequence);
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rs.Add("barrel_{0}".F(info.Barrel), new AnimationWithOffset(
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anim, () => BarrelOffset(), null, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 0)));
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// Restrict turret facings to match the sprite
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turreted.QuantizedFacings = anim.CurrentSequence.Facings;
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}
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WVec BarrelOffset()
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{
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var localOffset = info.LocalOffset + new WVec(-armament.Recoil, WRange.Zero, WRange.Zero);
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var turretOffset = turreted != null ? turreted.Position(self) : WVec.Zero;
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var turretOrientation = turreted != null ? turreted.LocalOrientation(self) : WRot.Zero;
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var quantizedBody = body.QuantizeOrientation(self, self.Orientation);
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var quantizedTurret = body.QuantizeOrientation(self, turretOrientation);
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return turretOffset + body.LocalToWorld(localOffset.Rotate(quantizedTurret).Rotate(quantizedBody));
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}
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IEnumerable<WRot> BarrelRotation()
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{
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var b = self.Orientation;
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var qb = body.QuantizeOrientation(self, b);
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yield return turreted.LocalOrientation(self) + WRot.FromYaw(b.Yaw - qb.Yaw);
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yield return qb;
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}
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}
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}
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