Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
#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 OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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[Desc("Moves the camera in an oval pattern around its starting position.")]
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sealed class CameraOvalMoverInfo : TraitInfo
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{
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[Desc("Starting angle in degrees.")]
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public int StartAngle = 45;
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[Desc("How fast the camera moves around the oval.")]
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public float DegreesPerSecond = 3f;
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[Desc("The X and Y radius of the oval path. Z is unused.")]
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public WVec OvalRadius = new(19200, 20480, 0);
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public override object Create(ActorInitializer init) { return new CameraOvalMover(this); }
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}
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sealed class CameraOvalMover : IWorldLoaded
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{
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readonly CameraOvalMoverInfo info;
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public CameraOvalMover(CameraOvalMoverInfo info)
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{
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this.info = info;
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}
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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var vo = wr.Viewport.CenterPosition;
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var viewportOrigin = new float2(vo.X, vo.Y);
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float angle = info.StartAngle;
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long lastTime = 0;
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wr.Viewport.ViewportCenterProvider = () =>
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{
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if (!Game.Settings.Game.PauseShellmap)
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{
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var currentTime = Game.RunTime;
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var dt = currentTime - lastTime;
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lastTime = currentTime;
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// Prevent large jumps when the game is paused or the framerate is very low.
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const float MaxStep = 0.25f;
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angle += Math.Min(dt / 1000.0f * info.DegreesPerSecond, MaxStep);
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}
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var rad = angle * (Math.PI / 180);
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var offset = new float2((float)(info.OvalRadius.X * Math.Sin(rad)), (float)(info.OvalRadius.Y * Math.Cos(rad)));
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return viewportOrigin + offset;
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};
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}
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}
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}
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