147 lines
4.8 KiB
C#
147 lines
4.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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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.Render
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{
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[Desc("Renders turrets for units with the Turreted trait.")]
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public class WithSpriteTurretInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo,
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Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<BodyOrientationInfo>, Requires<ArmamentInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "turret";
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Turreted 'Turret' key to display")]
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public readonly string Turret = "primary";
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[Desc("Render recoil")]
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public readonly bool Recoils = true;
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public override object Create(ActorInitializer init) { return new WithSpriteTurret(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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if (!EnabledByDefault)
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var turretFacing = t.WorldFacingFromInit(init);
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var anim = new Animation(init.World, image, turretFacing);
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anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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var facing = init.GetFacing();
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Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
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Func<WVec> offset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
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Func<int> zOffset = () =>
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{
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var tmpOffset = offset();
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return -(tmpOffset.Y + tmpOffset.Z) + 1;
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};
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if (IsPlayerPalette)
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p = init.WorldRenderer.Palette(Palette + init.Get<OwnerInit>().InternalName);
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else if (Palette != null)
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p = init.WorldRenderer.Palette(Palette);
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yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale);
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}
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}
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public class WithSpriteTurret : ConditionalTrait<WithSpriteTurretInfo>, INotifyDamageStateChanged
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{
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public readonly Animation DefaultAnimation;
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readonly RenderSprites rs;
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readonly BodyOrientation body;
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readonly Turreted t;
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readonly Armament[] arms;
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public WithSpriteTurret(Actor self, WithSpriteTurretInfo info)
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: base(info)
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{
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rs = self.Trait<RenderSprites>();
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body = self.Trait<BodyOrientation>();
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t = self.TraitsImplementing<Turreted>()
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.First(tt => tt.Name == info.Turret);
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arms = self.TraitsImplementing<Armament>()
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.Where(w => w.Info.Turret == info.Turret).ToArray();
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DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => t.WorldOrientation.Yaw);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
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rs.Add(new AnimationWithOffset(DefaultAnimation,
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() => TurretOffset(self),
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() => IsTraitDisabled,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1)), info.Palette, info.IsPlayerPalette);
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// Restrict turret facings to match the sprite
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t.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
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}
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protected virtual WVec TurretOffset(Actor self)
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{
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if (!Info.Recoils)
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return t.Position(self);
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var recoilDist = 0;
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foreach (var arm in arms)
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recoilDist += arm.Recoil.Length;
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var recoil = new WVec(new WDist(-recoilDist), WDist.Zero, WDist.Zero);
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return t.Position(self) + body.LocalToWorld(recoil.Rotate(t.WorldOrientation));
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}
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public string NormalizeSequence(Actor self, string sequence)
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{
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return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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protected virtual void DamageStateChanged(Actor self)
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{
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if (DefaultAnimation.CurrentSequence != null)
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DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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DamageStateChanged(self);
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}
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public void PlayCustomAnimation(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
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{
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CancelCustomAnimation(self);
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after?.Invoke();
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});
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}
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public void CancelCustomAnimation(Actor self)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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}
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}
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}
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