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:
107
OpenRA.Mods.Common/Traits/Render/WithAttackOverlay.cs
Normal file
107
OpenRA.Mods.Common/Traits/Render/WithAttackOverlay.cs
Normal file
@@ -0,0 +1,107 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits.Render
|
||||
{
|
||||
[Desc("Rendered together with an attack.")]
|
||||
public class WithAttackOverlayInfo : TraitInfo, Requires<RenderSpritesInfo>
|
||||
{
|
||||
[Desc("Armament that will play the animation. Set to null to allow all armaments.")]
|
||||
public readonly string Armament = null;
|
||||
|
||||
[SequenceReference]
|
||||
[FieldLoader.Require]
|
||||
[Desc("Sequence name to use")]
|
||||
public readonly string Sequence = null;
|
||||
|
||||
[PaletteReference(nameof(IsPlayerPalette))]
|
||||
[Desc("Custom palette name")]
|
||||
public readonly string Palette = null;
|
||||
|
||||
[Desc("Custom palette is a player palette BaseName")]
|
||||
public readonly bool IsPlayerPalette = false;
|
||||
|
||||
public readonly bool IsDecoration = false;
|
||||
|
||||
[Desc("Delay in ticks before overlay starts, either relative to attack preparation or attack.")]
|
||||
public readonly int Delay = 0;
|
||||
|
||||
[Desc("Should the overlay be delayed relative to preparation or actual attack?")]
|
||||
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
|
||||
}
|
||||
|
||||
public class WithAttackOverlay : INotifyAttack, ITick
|
||||
{
|
||||
readonly Animation overlay;
|
||||
readonly RenderSprites renderSprites;
|
||||
readonly WithAttackOverlayInfo info;
|
||||
|
||||
bool attacking;
|
||||
int tick;
|
||||
|
||||
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
|
||||
renderSprites = init.Self.Trait<RenderSprites>();
|
||||
var body = init.Self.TraitOrDefault<BodyOrientation>();
|
||||
var facing = init.Self.TraitOrDefault<IFacing>();
|
||||
|
||||
overlay = new Animation(init.World, renderSprites.GetImage(init.Self),
|
||||
facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)))
|
||||
{
|
||||
IsDecoration = info.IsDecoration
|
||||
};
|
||||
|
||||
renderSprites.Add(new AnimationWithOffset(overlay, null, () => !attacking, p => RenderUtils.ZOffsetFromCenter(init.Self, p, 1)),
|
||||
info.Palette, info.IsPlayerPalette);
|
||||
}
|
||||
|
||||
void PlayOverlay()
|
||||
{
|
||||
attacking = true;
|
||||
overlay.PlayThen(info.Sequence, () => attacking = false);
|
||||
}
|
||||
|
||||
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (info.DelayRelativeTo == AttackDelayType.Attack && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
|
||||
{
|
||||
if (info.Delay > 0)
|
||||
tick = info.Delay;
|
||||
else
|
||||
PlayOverlay();
|
||||
}
|
||||
}
|
||||
|
||||
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (info.DelayRelativeTo == AttackDelayType.Preparation && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
|
||||
{
|
||||
if (info.Delay > 0)
|
||||
tick = info.Delay;
|
||||
else
|
||||
PlayOverlay();
|
||||
}
|
||||
}
|
||||
|
||||
void ITick.Tick(Actor self)
|
||||
{
|
||||
if (info.Delay > 0 && --tick == 0)
|
||||
PlayOverlay();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user