Files
OpenRA/OpenRA.Mods.Common/Traits/Render/LeavesTrails.cs
2020-09-12 17:52:46 +02:00

149 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public enum TrailType { Cell, CenterPosition }
[Desc("Renders a sprite effect when leaving a cell.")]
public class LeavesTrailsInfo : ConditionalTraitInfo
{
[FieldLoader.Require]
public readonly string Image = null;
[SequenceReference(nameof(Image))]
public readonly string[] Sequences = { "idle" };
[PaletteReference]
public readonly string Palette = "effect";
[Desc("Only leave trail on listed terrain types. Leave empty to leave trail on all terrain types.")]
public readonly HashSet<string> TerrainTypes = new HashSet<string>();
[Desc("Accepts values: Cell to draw the trail sprite in the center of the current cell,",
"CenterPosition to draw the trail sprite at the current position.")]
public readonly TrailType Type = TrailType.Cell;
[Desc("Should the trail be visible through fog.")]
public readonly bool VisibleThroughFog = false;
[Desc("Display a trail while stationary.")]
public readonly bool TrailWhileStationary = false;
[Desc("Delay between trail updates when stationary.")]
public readonly int StationaryInterval = 0;
[Desc("Display a trail while moving.")]
public readonly bool TrailWhileMoving = true;
[Desc("Delay between trail updates when moving.")]
public readonly int MovingInterval = 0;
[Desc("Delay before first trail.",
"Use negative values for falling back to the *Interval values.")]
public readonly int StartDelay = 0;
[Desc("Trail spawn positions relative to actor position. (forward, right, up) triples")]
public readonly WVec[] Offsets = { WVec.Zero };
[Desc("Should the trail spawn relative to last position or current position?")]
public readonly bool SpawnAtLastPosition = true;
public override object Create(ActorInitializer init) { return new LeavesTrails(init.Self, this); }
}
public class LeavesTrails : ConditionalTrait<LeavesTrailsInfo>, ITick
{
BodyOrientation body;
IFacing facing;
WAngle cachedFacing;
int cachedInterval;
public LeavesTrails(Actor self, LeavesTrailsInfo info)
: base(info)
{
cachedInterval = Info.StartDelay;
}
WPos cachedPosition;
protected override void Created(Actor self)
{
body = self.Trait<BodyOrientation>();
facing = self.TraitOrDefault<IFacing>();
cachedFacing = facing != null ? facing.Facing : WAngle.Zero;
cachedPosition = self.CenterPosition;
base.Created(self);
}
int ticks;
int offset;
bool wasStationary;
bool isMoving;
void ITick.Tick(Actor self)
{
if (IsTraitDisabled)
return;
wasStationary = !isMoving;
isMoving = self.CenterPosition != cachedPosition;
if ((isMoving && !Info.TrailWhileMoving) || (!isMoving && !Info.TrailWhileStationary))
return;
if (isMoving == wasStationary && (Info.StartDelay > -1))
{
cachedInterval = Info.StartDelay;
ticks = 0;
}
if (++ticks >= cachedInterval)
{
var spawnCell = Info.SpawnAtLastPosition ? self.World.Map.CellContaining(cachedPosition) : self.World.Map.CellContaining(self.CenterPosition);
if (!self.World.Map.Contains(spawnCell))
return;
var type = self.World.Map.GetTerrainInfo(spawnCell).Type;
if (++offset >= Info.Offsets.Length)
offset = 0;
var offsetRotation = Info.Offsets[offset].Rotate(body.QuantizeOrientation(self, self.Orientation));
var spawnPosition = Info.SpawnAtLastPosition ? cachedPosition : self.CenterPosition;
var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + body.LocalToWorld(offsetRotation) :
self.World.Map.CenterOfCell(spawnCell);
var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : WAngle.Zero);
if ((Info.TerrainTypes.Count == 0 || Info.TerrainTypes.Contains(type)) && !string.IsNullOrEmpty(Info.Image))
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, spawnFacing, self.World, Info.Image,
Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog)));
cachedPosition = self.CenterPosition;
cachedFacing = facing != null ? facing.Facing : WAngle.Zero;
ticks = 0;
cachedInterval = isMoving ? Info.MovingInterval : Info.StationaryInterval;
}
}
protected override void TraitEnabled(Actor self)
{
cachedPosition = self.CenterPosition;
}
}
}