Files
OpenRA/OpenRA.Mods.Common/Traits/TerrainLightSource.cs
2022-05-28 00:35:10 -05:00

68 lines
2.4 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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Adds a localized circular light centered on the actor to the world's TerrainLightSource trait.")]
public class TerrainLightSourceInfo : TraitInfo, INotifyEditorPlacementInfo, IRulesetLoaded, ILobbyCustomRulesIgnore
{
public readonly WDist Range = WDist.FromCells(10);
public readonly float Intensity = 0;
public readonly float RedTint = 0;
public readonly float GreenTint = 0;
public readonly float BlueTint = 0;
object INotifyEditorPlacementInfo.AddedToEditor(EditorActorPreview preview, World editorWorld)
{
var tint = new float3(RedTint, GreenTint, BlueTint);
return editorWorld.WorldActor.Trait<TerrainLighting>().AddLightSource(preview.CenterPosition, Range, Intensity, tint);
}
void INotifyEditorPlacementInfo.RemovedFromEditor(EditorActorPreview preview, World editorWorld, object data)
{
editorWorld.WorldActor.Trait<TerrainLighting>().RemoveLightSource((int)data);
}
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (!rules.Actors[SystemActors.World].HasTraitInfo<TerrainLightingInfo>())
throw new YamlException("TerrainLightSource can only be used with the world TerrainLighting trait.");
}
public override object Create(ActorInitializer init) { return new TerrainLightSource(init.Self, this); }
}
public sealed class TerrainLightSource : INotifyAddedToWorld, INotifyRemovedFromWorld
{
readonly TerrainLightSourceInfo info;
readonly TerrainLighting terrainLighting;
int lightingToken = -1;
public TerrainLightSource(Actor self, TerrainLightSourceInfo info)
{
this.info = info;
terrainLighting = self.World.WorldActor.Trait<TerrainLighting>();
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
lightingToken = terrainLighting.AddLightSource(self.CenterPosition, info.Range, info.Intensity, new float3(info.RedTint, info.GreenTint, info.BlueTint));
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
terrainLighting.RemoveLightSource(lightingToken);
}
}
}