Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteTurret.cs
2020-05-09 10:20:23 -05:00

147 lines
4.9 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders turrets for units with the Turreted trait.")]
public class WithSpriteTurretInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo,
Requires<RenderSpritesInfo>, Requires<TurretedInfo>, Requires<BodyOrientationInfo>, Requires<ArmamentInfo>
{
[SequenceReference]
[Desc("Sequence name to use")]
public readonly string Sequence = "turret";
[PaletteReference("IsPlayerPalette")]
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
[Desc("Turreted 'Turret' key to display")]
public readonly string Turret = "primary";
[Desc("Render recoil")]
public readonly bool Recoils = true;
public override object Create(ActorInitializer init) { return new WithSpriteTurret(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var t = init.Actor.TraitInfos<TurretedInfo>()
.First(tt => tt.Turret == Turret);
var turretFacing = Turreted.TurretFacingFromInit(init, t.InitialFacing, Turret);
var anim = new Animation(init.World, image, () => WAngle.FromFacing(turretFacing()));
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var facing = init.GetFacing();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
Func<WVec> offset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{
var tmpOffset = offset();
return -(tmpOffset.Y + tmpOffset.Z) + 1;
};
if (IsPlayerPalette)
p = init.WorldRenderer.Palette(Palette + init.Get<OwnerInit>().PlayerName);
else if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale);
}
}
public class WithSpriteTurret : ConditionalTrait<WithSpriteTurretInfo>, INotifyDamageStateChanged
{
public readonly Animation DefaultAnimation;
readonly RenderSprites rs;
readonly BodyOrientation body;
readonly Turreted t;
readonly Armament[] arms;
public WithSpriteTurret(Actor self, WithSpriteTurretInfo info)
: base(info)
{
rs = self.Trait<RenderSprites>();
body = self.Trait<BodyOrientation>();
t = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == info.Turret);
arms = self.TraitsImplementing<Armament>()
.Where(w => w.Info.Turret == info.Turret).ToArray();
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => WAngle.FromFacing(t.TurretFacing));
DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence));
rs.Add(new AnimationWithOffset(DefaultAnimation,
() => TurretOffset(self),
() => IsTraitDisabled,
p => RenderUtils.ZOffsetFromCenter(self, p, 1)), info.Palette, info.IsPlayerPalette);
// Restrict turret facings to match the sprite
t.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
protected virtual WVec TurretOffset(Actor self)
{
if (!Info.Recoils)
return t.Position(self);
var recoil = arms.Aggregate(WDist.Zero, (a, b) => a + b.Recoil);
var localOffset = new WVec(-recoil, WDist.Zero, WDist.Zero);
var quantizedWorldTurret = t.WorldOrientation(self);
return t.Position(self) + body.LocalToWorld(localOffset.Rotate(quantizedWorldTurret));
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
protected virtual void DamageStateChanged(Actor self)
{
if (DefaultAnimation.CurrentSequence != null)
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
DamageStateChanged(self);
}
public void PlayCustomAnimation(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
{
CancelCustomAnimation(self);
if (after != null)
after();
});
}
public void CancelCustomAnimation(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
}
}
}