Files
OpenRA/OpenRA.Mods.Cnc/Traits/Render/WithEmbeddedTurretSpriteBody.cs

79 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
[Desc("This actor has turret art with facings baked into the sprite.")]
public class WithEmbeddedTurretSpriteBodyInfo : WithSpriteBodyInfo, Requires<TurretedInfo>, Requires<BodyOrientationInfo>
{
[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from the sequence.")]
public readonly int QuantizedFacings = -1;
public override object Create(ActorInitializer init) { return new WithEmbeddedTurretSpriteBody(init, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var t = init.Actor.TraitInfos<TurretedInfo>().First();
var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().First();
// Show the correct turret facing
var anim = new Animation(init.World, image, t.WorldFacingFromInit(init));
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p);
}
}
public class WithEmbeddedTurretSpriteBody : WithSpriteBody
{
readonly WithEmbeddedTurretSpriteBodyInfo info;
readonly Turreted turreted;
static Func<WAngle> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var firstTurret = self.TraitsImplementing<Turreted>().First();
return () => firstTurret.WorldOrientation.Yaw;
}
public WithEmbeddedTurretSpriteBody(ActorInitializer init, WithEmbeddedTurretSpriteBodyInfo info)
: base(init, info, MakeTurretFacingFunc(init.Self))
{
this.info = info;
turreted = init.Self.TraitsImplementing<Turreted>().First();
}
protected override void TraitEnabled(Actor self)
{
base.TraitEnabled(self);
turreted.QuantizedFacings = info.QuantizedFacings >= 0 ? info.QuantizedFacings : DefaultAnimation.CurrentSequence.Facings;
}
protected override void DamageStateChanged(Actor self)
{
base.DamageStateChanged(self);
turreted.QuantizedFacings = info.QuantizedFacings >= 0 ? info.QuantizedFacings : DefaultAnimation.CurrentSequence.Facings;
}
}
}