Animations (via Actor.CenterPosition) now understand Altitude, so there is potential for mis-positioned animations if any existing altitude hacks were missed.
78 lines
2.3 KiB
C#
Executable File
78 lines
2.3 KiB
C#
Executable File
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2013 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.FileFormats;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA.Render
|
|
{
|
|
class WithTurretInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<TurretedInfo>
|
|
{
|
|
[Desc("Sequence name to use")]
|
|
public readonly string Sequence = "turret";
|
|
|
|
[Desc("Sequence name to use when prepared to fire")]
|
|
public readonly string AimSequence = null;
|
|
|
|
[Desc("Turreted 'Turret' key to display")]
|
|
public readonly string Turret = "primary";
|
|
|
|
public object Create(ActorInitializer init) { return new WithTurret(init.self, this); }
|
|
}
|
|
|
|
class WithTurret : ITick
|
|
{
|
|
WithTurretInfo info;
|
|
RenderSimple rs;
|
|
AttackBase ab;
|
|
Turreted t;
|
|
IEnumerable<Armament> arms;
|
|
Animation anim;
|
|
|
|
public WithTurret(Actor self, WithTurretInfo info)
|
|
{
|
|
this.info = info;
|
|
rs = self.Trait<RenderSimple>();
|
|
ab = self.TraitOrDefault<AttackBase>();
|
|
t = self.TraitsImplementing<Turreted>()
|
|
.First(tt => tt.Name == info.Turret);
|
|
arms = self.TraitsImplementing<Armament>()
|
|
.Where(w => w.Info.Turret == info.Turret);
|
|
|
|
anim = new Animation(rs.GetImage(self), () => t.turretFacing);
|
|
anim.Play(info.Sequence);
|
|
rs.anims.Add("turret_{0}".F(info.Turret), new AnimationWithOffset(
|
|
anim, () => TurretOffset(self), null, 24));
|
|
}
|
|
|
|
WVec TurretOffset(Actor self)
|
|
{
|
|
var recoil = arms.Aggregate(WRange.Zero, (a,b) => a + b.Recoil);
|
|
var localOffset = new WVec(-recoil, WRange.Zero, WRange.Zero);
|
|
var bodyOrientation = rs.QuantizeOrientation(self, self.Orientation);
|
|
var turretOrientation = rs.QuantizeOrientation(self, t.LocalOrientation(self));
|
|
return t.Position(self) + rs.LocalToWorld(localOffset.Rotate(turretOrientation).Rotate(bodyOrientation));
|
|
}
|
|
|
|
public void Tick(Actor self)
|
|
{
|
|
if (info.AimSequence == null)
|
|
return;
|
|
|
|
var sequence = ab.IsAttacking ? info.AimSequence : info.Sequence;
|
|
rs.anims["turret_{0}".F(info.Turret)].Animation.ReplaceAnim(sequence);
|
|
}
|
|
}
|
|
}
|