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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91
OpenRA.Mods.Cnc/Traits/Render/WithVoxelUnloadBody.cs
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91
OpenRA.Mods.Cnc/Traits/Render/WithVoxelUnloadBody.cs
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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 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.Primitives;
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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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// TODO: This trait is hacky and should go away as soon as we support granting a condition on docking, in favor of toggling two regular WithVoxelBodies
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public class WithVoxelUnloadBodyInfo : TraitInfo, IRenderActorPreviewVoxelsInfo, Requires<RenderVoxelsInfo>
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{
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[Desc("Voxel sequence name to use when docked to a refinery.")]
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public readonly string UnloadSequence = "unload";
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[Desc("Voxel sequence name to use when undocked from a refinery.")]
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public readonly string IdleSequence = "idle";
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[Desc("Defines if the Voxel should have a shadow.")]
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public readonly bool ShowShadow = true;
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public override object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.Self, this); }
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public IEnumerable<ModelAnimation> RenderPreviewVoxels(IModelCache cache,
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, Func<WRot> orientation, int facings, PaletteReference p)
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{
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var model = cache.GetModelSequence(image, IdleSequence);
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yield return new ModelAnimation(model, () => WVec.Zero,
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() => body.QuantizeOrientation(orientation(), facings),
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() => false, () => 0, ShowShadow);
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}
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}
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public class WithVoxelUnloadBody : IAutoMouseBounds, IDockClientBody
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{
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bool docked;
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readonly ModelAnimation modelAnimation;
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readonly RenderVoxels rv;
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public WithVoxelUnloadBody(Actor self, WithVoxelUnloadBodyInfo info)
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{
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var body = self.Trait<BodyOrientation>();
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rv = self.Trait<RenderVoxels>();
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var idleModel = rv.Renderer.ModelCache.GetModelSequence(rv.Image, info.IdleSequence);
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modelAnimation = new ModelAnimation(idleModel, () => WVec.Zero,
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() => body.QuantizeOrientation(self.Orientation),
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() => docked,
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() => 0, info.ShowShadow);
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rv.Add(modelAnimation);
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var unloadModel = rv.Renderer.ModelCache.GetModelSequence(rv.Image, info.UnloadSequence);
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rv.Add(new ModelAnimation(unloadModel, () => WVec.Zero,
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() => body.QuantizeOrientation(self.Orientation),
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() => !docked,
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() => 0, info.ShowShadow));
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}
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void IDockClientBody.PlayDockAnimation(Actor self, Action after)
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{
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docked = true;
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after();
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}
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void IDockClientBody.PlayReverseDockAnimation(Actor self, Action after)
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{
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docked = false;
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after();
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}
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Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
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{
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return modelAnimation.ScreenBounds(self.CenterPosition, wr, rv.Info.Scale);
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}
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}
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}
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