213 lines
6.4 KiB
C#
213 lines
6.4 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.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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public class WithInfantryBodyInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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{
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public readonly int MinIdleDelay = 30;
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public readonly int MaxIdleDelay = 110;
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[SequenceReference]
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public readonly string MoveSequence = "run";
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[SequenceReference]
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public readonly string DefaultAttackSequence = null;
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// TODO: [SequenceReference] isn't smart enough to use Dictionaries.
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[Desc("Attack sequence to use for each armament.")]
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public readonly Dictionary<string, string> AttackSequences = new Dictionary<string, string>();
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[SequenceReference]
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public readonly string[] IdleSequences = { };
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[SequenceReference]
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public readonly string[] StandSequences = { "stand" };
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[PaletteReference("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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public override object Create(ActorInitializer init) { return new WithInfantryBody(init, 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 anim = new Animation(init.World, image, init.GetFacing());
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
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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, () => WVec.Zero, () => 0, p, rs.Scale);
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}
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}
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public class WithInfantryBody : ConditionalTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle
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{
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readonly IMove move;
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protected readonly Animation DefaultAnimation;
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bool dirty;
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string idleSequence;
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int idleDelay;
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AnimationState state;
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IRenderInfantrySequenceModifier rsm;
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bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
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bool wasModifying;
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// Allow subclasses to override the info that we use for rendering
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protected virtual WithInfantryBodyInfo GetDisplayInfo()
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{
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return Info;
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}
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public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info)
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: base(info)
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{
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var self = init.Self;
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var rs = self.Trait<RenderSprites>();
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DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
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rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled), info.Palette, info.IsPlayerPalette);
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PlayStandAnimation(self);
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move = init.Self.Trait<IMove>();
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}
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protected override void Created(Actor self)
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{
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rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
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var info = GetDisplayInfo();
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idleDelay = self.World.SharedRandom.Next(info.MinIdleDelay, info.MaxIdleDelay);
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base.Created(self);
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}
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = IsModifyingSequence ? rsm.SequencePrefix : "";
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if (DefaultAnimation.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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return baseSequence;
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}
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protected virtual bool AllowIdleAnimation(Actor self)
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{
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return GetDisplayInfo().IdleSequences.Length > 0 && !IsModifyingSequence;
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}
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public void PlayStandAnimation(Actor self)
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{
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state = AnimationState.Waiting;
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var sequence = DefaultAnimation.GetRandomExistingSequence(Info.StandSequences, Game.CosmeticRandom);
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if (sequence != null)
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{
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var normalized = NormalizeInfantrySequence(self, sequence);
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DefaultAnimation.PlayRepeating(normalized);
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}
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}
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public void Attacking(Actor self, Target target, Armament a)
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{
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string sequence;
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var info = GetDisplayInfo();
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if (!info.AttackSequences.TryGetValue(a.Info.Name, out sequence))
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sequence = info.DefaultAttackSequence;
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if (!string.IsNullOrEmpty(sequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, sequence)))
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{
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state = AnimationState.Attacking;
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DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, sequence), () => PlayStandAnimation(self));
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
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{
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Attacking(self, target, a);
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { }
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void ITick.Tick(Actor self)
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{
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Tick(self);
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}
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protected virtual void Tick(Actor self)
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{
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if (rsm != null)
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{
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if (wasModifying != rsm.IsModifyingSequence)
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dirty = true;
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wasModifying = rsm.IsModifyingSequence;
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}
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if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
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{
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state = AnimationState.Moving;
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, GetDisplayInfo().MoveSequence));
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}
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else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
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|| ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle))
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PlayStandAnimation(self);
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dirty = false;
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}
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void INotifyIdle.TickIdle(Actor self)
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{
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if (!AllowIdleAnimation(self))
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return;
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if (state == AnimationState.Waiting)
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{
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state = AnimationState.Idle;
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var info = GetDisplayInfo();
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idleSequence = info.IdleSequences.Random(self.World.SharedRandom);
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idleDelay = self.World.SharedRandom.Next(info.MinIdleDelay, info.MaxIdleDelay);
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}
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else if (state == AnimationState.Idle && idleDelay > 0 && --idleDelay == 0)
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{
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state = AnimationState.IdleAnimating;
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DefaultAnimation.PlayThen(idleSequence, () => PlayStandAnimation(self));
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}
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}
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enum AnimationState
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{
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Idle,
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Attacking,
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Moving,
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Waiting,
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IdleAnimating
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}
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}
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}
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