Files
OpenRA/OpenRA.Mods.Cnc/Traits/Render/WithGunboatBody.cs
RoosterDragon f4af5c1764 Fix CA1852
2023-06-06 11:51:47 +03:00

100 lines
3.0 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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
sealed class WithGunboatBodyInfo : WithSpriteBodyInfo, Requires<BodyOrientationInfo>, Requires<IFacingInfo>, Requires<TurretedInfo>
{
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
[SequenceReference]
public readonly string LeftSequence = "left";
[SequenceReference]
public readonly string RightSequence = "right";
[SequenceReference]
public readonly string WakeLeftSequence = "wake-left";
[SequenceReference]
public readonly string WakeRightSequence = "wake-right";
public override object Create(ActorInitializer init) { return new WithGunboatBody(init, this); }
}
sealed class WithGunboatBody : WithSpriteBody, ITick
{
readonly WithGunboatBodyInfo info;
readonly Animation wake;
readonly RenderSprites rs;
readonly IFacing facing;
readonly Turreted turret;
static Func<WAngle> MakeTurretFacingFunc(Actor self)
{
// Turret artwork is baked into the sprite, so only the first turret makes sense.
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
return () => turreted.WorldOrientation.Yaw;
}
public WithGunboatBody(ActorInitializer init, WithGunboatBodyInfo info)
: base(init, info, MakeTurretFacingFunc(init.Self))
{
this.info = info;
rs = init.Self.Trait<RenderSprites>();
facing = init.Self.Trait<IFacing>();
var name = rs.GetImage(init.Self);
turret = init.Self.TraitsImplementing<Turreted>()
.First(t => t.Name == info.Turret);
wake = new Animation(init.World, name);
wake.PlayRepeating(info.WakeLeftSequence);
rs.Add(new AnimationWithOffset(wake, null, null, -87));
}
protected override void TraitEnabled(Actor self)
{
base.TraitEnabled(self);
turret.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
void ITick.Tick(Actor self)
{
if (facing.Facing.Angle <= 512)
{
var left = NormalizeSequence(self, info.LeftSequence);
if (DefaultAnimation.CurrentSequence.Name != left)
DefaultAnimation.ReplaceAnim(left);
if (wake.CurrentSequence.Name != info.WakeLeftSequence)
wake.ReplaceAnim(info.WakeLeftSequence);
}
else
{
var right = NormalizeSequence(self, info.RightSequence);
if (DefaultAnimation.CurrentSequence.Name != right)
DefaultAnimation.ReplaceAnim(right);
if (wake.CurrentSequence.Name != info.WakeRightSequence)
wake.ReplaceAnim(info.WakeRightSequence);
}
}
}
}