Animations (via Actor.CenterPosition) now understand Altitude, so there is potential for mis-positioned animations if any existing altitude hacks were missed.
95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>
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{
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public readonly string Anim = null;
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[Desc("Initial position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Maximum distance to throw the particle")]
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public readonly WRange ThrowRange = new WRange(768);
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[Desc("Maximum height to throw the particle")]
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public readonly WRange ThrowHeight = new WRange(256);
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[Desc("Number of ticks to animate")]
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public readonly int Length = 15;
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[Desc("Maximum rotation rate")]
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public readonly float ROT = 15;
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public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
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}
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class ThrowsParticle : ITick
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{
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ThrowsParticleInfo info;
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WVec pos;
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WVec initialPos;
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WVec finalPos;
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int tick = 0;
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float facing;
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float rotation;
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public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
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{
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this.info = info;
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var self = init.self;
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var rs = self.Trait<RenderSimple>();
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// TODO: Carry orientation over from the parent instead of just facing
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var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : 0;
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facing = Turreted.GetInitialTurretFacing(init, 0);
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// Calculate final position
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var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
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var throwOffset = new WVec((int)(Game.CosmeticRandom.Gauss1D(1)*info.ThrowRange.Range), 0, 0).Rotate(throwRotation);
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initialPos = pos = info.Offset.Rotate(rs.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
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finalPos = initialPos + throwOffset;
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// Facing rotation
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rotation = Game.CosmeticRandom.Gauss1D(2) * info.ROT;
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var anim = new Animation(rs.GetImage(self), () => (int)facing);
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anim.PlayRepeating(info.Anim);
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rs.anims.Add(info.Anim, new AnimationWithOffset(anim, () => pos, null));
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}
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public void Tick(Actor self)
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{
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if (tick == info.Length)
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return;
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tick++;
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// Lerp position horizontally and height along a sinusoid using a cubic ease
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var t = (tick*tick*tick / (info.Length*info.Length) - 3*tick*tick / info.Length + 3*tick);
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var tp = WVec.Lerp(initialPos, finalPos, t, info.Length);
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var th = new WAngle(512*(info.Length - t) / info.Length).Sin()*info.ThrowHeight.Range / 1024;
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pos = new WVec(tp.X, tp.Y, th);
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// Spin the particle
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facing += rotation;
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rotation *= .9f;
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}
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}
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}
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