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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152
OpenRA.Mods.Common/Traits/Render/WithSpriteBody.cs
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152
OpenRA.Mods.Common/Traits/Render/WithSpriteBody.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.Primitives;
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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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[Desc("Default trait for rendering sprite-based actors.")]
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public class WithSpriteBodyInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Animation to play when the actor is created.")]
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public readonly string StartSequence = null;
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[SequenceReference]
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[Desc("Animation to play when the actor is idle.")]
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public readonly string Sequence = "idle";
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[Desc("Identifier used to assign modifying traits to this sprite body.")]
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public readonly string Name = "body";
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[Desc("Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).")]
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public readonly bool ForceToGround = false;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name.")]
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public readonly string Palette = null;
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[Desc("Palette is a player palette BaseName.")]
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public readonly bool IsPlayerPalette = false;
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public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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public virtual 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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if (IsPlayerPalette)
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p = init.WorldRenderer.Palette(Palette + init.Get<OwnerInit>().InternalName);
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else if (Palette != null)
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p = init.WorldRenderer.Palette(Palette);
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var anim = new Animation(init.World, image);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), 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 WithSpriteBody : PausableConditionalTrait<WithSpriteBodyInfo>, INotifyDamageStateChanged, IAutoMouseBounds
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{
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public readonly Animation DefaultAnimation;
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readonly Animation boundsAnimation;
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public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: this(init, info, () => WAngle.Zero) { }
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protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<WAngle> baseFacing)
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: base(info)
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{
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var self = init.Self;
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var rs = self.Trait<RenderSprites>();
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bool Paused() => IsTraitPaused &&
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DefaultAnimation.CurrentSequence.Name == NormalizeSequence(self, Info.Sequence);
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Func<WVec> subtractDAT = null;
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if (info.ForceToGround)
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subtractDAT = () => new WVec(0, 0, -self.World.Map.DistanceAboveTerrain(self.CenterPosition).Length);
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DefaultAnimation = new Animation(init.World, rs.GetImage(self), baseFacing, Paused);
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rs.Add(new AnimationWithOffset(DefaultAnimation, subtractDAT, () => IsTraitDisabled), info.Palette, info.IsPlayerPalette);
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// Cache the bounds from the default sequence to avoid flickering when the animation changes
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boundsAnimation = new Animation(init.World, rs.GetImage(self), baseFacing, Paused);
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boundsAnimation.PlayRepeating(info.Sequence);
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}
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public string NormalizeSequence(Actor self, string sequence)
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{
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return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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protected override void TraitEnabled(Actor self)
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{
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if (Info.StartSequence != null)
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PlayCustomAnimation(self, Info.StartSequence,
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() => DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)));
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else
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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}
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public virtual void PlayCustomAnimation(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
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{
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CancelCustomAnimation(self);
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after?.Invoke();
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});
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}
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public virtual void PlayCustomAnimationRepeating(Actor self, string name)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, name));
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}
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public virtual void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
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{
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CancelCustomAnimation(self);
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after?.Invoke();
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});
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}
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public virtual void CancelCustomAnimation(Actor self)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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}
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protected virtual void DamageStateChanged(Actor self)
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{
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if (DefaultAnimation.CurrentSequence != null)
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DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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DamageStateChanged(self);
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}
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Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
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{
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return boundsAnimation.ScreenBounds(wr, self.CenterPosition, WVec.Zero);
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}
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}
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}
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