Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithTurretedSpriteBody.cs

63 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor has turret art with facings baked into the sprite.")]
public class WithTurretedSpriteBodyInfo : WithSpriteBodyInfo, Requires<TurretedInfo>, Requires<BodyOrientationInfo>
{
public override object Create(ActorInitializer init) { return new WithTurretedSpriteBody(init, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var t = init.Actor.TraitInfos<TurretedInfo>().FirstOrDefault();
var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().FirstOrDefault();
// Show the correct turret facing
var anim = new Animation(init.World, image, () => t.InitialFacing);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
}
public class WithTurretedSpriteBody : WithSpriteBody
{
readonly Turreted turreted;
static Func<int> 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.TurretFacing;
}
public WithTurretedSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
: base(init, info, MakeTurretFacingFunc(init.Self))
{
turreted = init.Self.TraitsImplementing<Turreted>().FirstOrDefault();
turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
public override void DamageStateChanged(Actor self, AttackInfo e)
{
base.DamageStateChanged(self, e);
turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
}
}