Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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;
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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.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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[Desc("This actor has turret art with facings baked into the sprite.")]
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public class WithEmbeddedTurretSpriteBodyInfo : WithSpriteBodyInfo, Requires<TurretedInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Number of facings for gameplay calculations. -1 indicates auto-detection from the sequence.")]
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public readonly int QuantizedFacings = -1;
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public override object Create(ActorInitializer init) { return new WithEmbeddedTurretSpriteBody(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, 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 t = init.Actor.TraitInfos<TurretedInfo>().First();
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var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().First();
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// Show the correct turret facing
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var anim = new Animation(init.World, image, t.WorldFacingFromInit(init));
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), wsb.Sequence));
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p);
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}
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}
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public class WithEmbeddedTurretSpriteBody : WithSpriteBody
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{
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readonly WithEmbeddedTurretSpriteBodyInfo info;
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readonly Turreted turreted;
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static Func<WAngle> MakeTurretFacingFunc(Actor self)
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{
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// Turret artwork is baked into the sprite, so only the first turret makes sense.
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var firstTurret = self.TraitsImplementing<Turreted>().First();
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return () => firstTurret.WorldOrientation.Yaw;
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}
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public WithEmbeddedTurretSpriteBody(ActorInitializer init, WithEmbeddedTurretSpriteBodyInfo info)
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: base(init, info, MakeTurretFacingFunc(init.Self))
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{
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this.info = info;
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turreted = init.Self.TraitsImplementing<Turreted>().First();
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}
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protected override void TraitEnabled(Actor self)
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{
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base.TraitEnabled(self);
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turreted.QuantizedFacings = info.QuantizedFacings >= 0 ? info.QuantizedFacings : DefaultAnimation.CurrentSequence.Facings;
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}
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protected override void DamageStateChanged(Actor self)
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{
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base.DamageStateChanged(self);
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turreted.QuantizedFacings = info.QuantizedFacings >= 0 ? info.QuantizedFacings : DefaultAnimation.CurrentSequence.Facings;
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}
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}
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}
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