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>
This commit is contained in:
166
OpenRA.Mods.Common/Traits/Render/LeavesTrails.cs
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166
OpenRA.Mods.Common/Traits/Render/LeavesTrails.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.Collections.Frozen;
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using System.Collections.Immutable;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public enum TrailType { Cell, CenterPosition }
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[Desc("Renders a sprite effect when leaving a cell.")]
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public class LeavesTrailsInfo : ConditionalTraitInfo
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{
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[FieldLoader.Require]
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public readonly string Image = null;
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[SequenceReference(nameof(Image))]
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public readonly ImmutableArray<string> Sequences = ["idle"];
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[PaletteReference]
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public readonly string Palette = "effect";
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[Desc("Only leave trail on listed terrain types. Leave empty to leave trail on all terrain types.")]
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public readonly FrozenSet<string> TerrainTypes = FrozenSet<string>.Empty;
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[Desc("Accepts values: Cell to draw the trail sprite in the center of the current cell,",
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"CenterPosition to draw the trail sprite at the current position.")]
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public readonly TrailType Type = TrailType.Cell;
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[Desc("Should the trail be visible through fog.")]
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public readonly bool VisibleThroughFog = false;
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[Desc("Display a trail while stationary.")]
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public readonly bool TrailWhileStationary = false;
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[Desc("Delay between trail updates when stationary.")]
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public readonly int StationaryInterval = 0;
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[Desc("Display a trail while moving.")]
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public readonly bool TrailWhileMoving = true;
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[Desc("Delay between trail updates when moving.")]
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public readonly int MovingInterval = 0;
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[Desc("Delay before first trail.",
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"Use negative values for falling back to the *Interval values.")]
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public readonly int StartDelay = 0;
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[Desc("Trail spawn positions relative to actor position. (forward, right, up) triples")]
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public readonly ImmutableArray<WVec> Offsets = [WVec.Zero];
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[Desc("Should the trail spawn relative to last position or current position?")]
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public readonly bool SpawnAtLastPosition = true;
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public override object Create(ActorInitializer init) { return new LeavesTrails(this); }
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}
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public class LeavesTrails : ConditionalTrait<LeavesTrailsInfo>, ITick, INotifyAddedToWorld
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{
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BodyOrientation body;
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IFacing facing;
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WAngle cachedFacing;
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int cachedInterval;
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public LeavesTrails(LeavesTrailsInfo info)
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: base(info)
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{
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cachedInterval = Info.StartDelay;
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}
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WPos cachedPosition;
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protected override void Created(Actor self)
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{
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body = self.Trait<BodyOrientation>();
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facing = self.TraitOrDefault<IFacing>();
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cachedFacing = facing?.Facing ?? WAngle.Zero;
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cachedPosition = self.CenterPosition;
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base.Created(self);
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}
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int ticks;
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int offset;
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bool wasStationary;
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bool isMoving;
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bool previouslySpawned;
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CPos previousSpawnCell;
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WAngle previousSpawnFacing;
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void ITick.Tick(Actor self)
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{
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if (!self.IsInWorld || IsTraitDisabled)
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return;
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wasStationary = !isMoving;
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isMoving = self.CenterPosition != cachedPosition;
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if ((isMoving && !Info.TrailWhileMoving) || (!isMoving && !Info.TrailWhileStationary))
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return;
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if (isMoving == wasStationary && (Info.StartDelay > -1))
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{
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cachedInterval = Info.StartDelay;
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ticks = 0;
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}
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if (++ticks >= cachedInterval)
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{
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var spawnCell = Info.SpawnAtLastPosition ? self.World.Map.CellContaining(cachedPosition) : self.World.Map.CellContaining(self.CenterPosition);
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if (!self.World.Map.Contains(spawnCell))
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return;
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var type = self.World.Map.GetTerrainInfo(spawnCell).Type;
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if (++offset >= Info.Offsets.Length)
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offset = 0;
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if (Info.TerrainTypes.Count == 0 || Info.TerrainTypes.Contains(type))
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{
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : facing?.Facing ?? WAngle.Zero;
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if (previouslySpawned && previousSpawnCell == spawnCell)
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spawnFacing = previousSpawnFacing;
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var offsetRotation = Info.Offsets[offset].Rotate(body.QuantizeOrientation(self.Orientation));
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var spawnPosition = Info.SpawnAtLastPosition ? cachedPosition : self.CenterPosition;
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var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + body.LocalToWorld(offsetRotation) :
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self.World.Map.CenterOfCell(spawnCell);
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, spawnFacing, self.World, Info.Image,
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog)));
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previouslySpawned = true;
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previousSpawnCell = spawnCell;
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previousSpawnFacing = spawnFacing;
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}
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cachedPosition = self.CenterPosition;
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cachedFacing = facing?.Facing ?? WAngle.Zero;
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ticks = 0;
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cachedInterval = isMoving ? Info.MovingInterval : Info.StationaryInterval;
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}
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}
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protected override void TraitEnabled(Actor self)
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{
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cachedPosition = self.CenterPosition;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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cachedPosition = self.CenterPosition;
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}
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}
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}
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