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OpenRA/OpenRA.Mods.Common/Traits/QuantizeFacingsFromSequence.cs
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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>
2026-01-10 21:46:54 +08:00

49 lines
1.7 KiB
C#

#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 System;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Derive facings from sprite body sequence.")]
public class QuantizeFacingsFromSequenceInfo : ConditionalTraitInfo, IQuantizeBodyOrientationInfo, Requires<RenderSpritesInfo>
{
[SequenceReference]
[Desc("Defines sequence to derive facings from.")]
public readonly string Sequence = "idle";
public int QuantizedBodyFacings(ActorInfo ai, SequenceSet sequences, string faction)
{
if (string.IsNullOrEmpty(Sequence))
throw new InvalidOperationException($"Actor {ai.Name} is missing sequence to quantize facings from.");
var rsi = ai.TraitInfo<RenderSpritesInfo>();
var image = rsi.GetImage(ai, faction);
var facings = sequences.GetSequence(image, Sequence).Facings;
if (facings == 0)
throw new InvalidOperationException(
$"Actor {ai.Name} defines a quantized body orientation with zero facings. Faction: {faction} Image: {image} Sequence: {Sequence}");
return facings;
}
public override object Create(ActorInitializer init) { return new QuantizeFacingsFromSequence(this); }
}
public class QuantizeFacingsFromSequence : ConditionalTrait<QuantizeFacingsFromSequenceInfo>
{
public QuantizeFacingsFromSequence(QuantizeFacingsFromSequenceInfo info)
: base(info) { }
}
}