Files
OpenRA/OpenRA.Mods.Cnc/RenderGunboat.cs
2010-08-30 22:29:47 +12:00

80 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
using System;
namespace OpenRA.Mods.RA.Render
{
class RenderGunboatInfo : RenderUnitInfo
{
public override object Create(ActorInitializer init) { return new RenderGunboat(init.self); }
}
class RenderGunboat : RenderSimple, INotifyDamage
{
IFacing facing;
public RenderGunboat(Actor self)
: base(self, () => self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing : 0)
{
facing = self.Trait<IFacing>();
anim.Play("left");
var wake = new Animation(anim.Name);
wake.Play("left-wake");
Func<float2> offset = () => new float2(((anims["wake"].Animation.CurrentSequence.Name == "left-wake") ? 1 : -1),2);
anims.Add( "wake", new AnimationWithOffset( wake, offset, () => false ) { ZOffset = -2 } );
anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
}
string lastDir = "left";
string lastDamage = "";
public override void Tick(Actor self)
{
var dir = (facing.Facing > 128) ? "right" : "left";
if (dir != lastDir)
{
anim.ReplaceAnim(dir+lastDamage);
anims["wake"].Animation.ReplaceAnim(dir+"-wake");
lastDir = dir;
}
base.Tick(self);
}
bool isSmoking;
public void Damaged(Actor self, AttackInfo e)
{
// Damagestate
if (e.DamageStateChanged)
{
if (e.DamageState >= DamageState.Critical)
lastDamage = "-critical";
else if (e.DamageState >= DamageState.Heavy)
lastDamage = "-damaged";
else if (e.DamageState < DamageState.Heavy)
lastDamage = "";
anim.ReplaceAnim(lastDir+lastDamage);
}
// Smoking
if (e.DamageState < DamageState.Heavy) return;
if (isSmoking) return;
isSmoking = true;
var smoke = anims[ "smoke" ].Animation;
smoke.PlayThen( "idle",
() => smoke.PlayThen( "loop",
() => smoke.PlayBackwardsThen( "end",
() => isSmoking = false ) ) );
}
}
}