示例#1
0
        public RenderUnitTurreted(Actor self)
            : base(self)
        {
            var facing = self.Trait<IFacing>();
            var turreted = self.Trait<Turreted>();
            var attack = self.TraitOrDefault<AttackBase>();
            var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();

            var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
            turretAnim.Play( "turret" );

            for( var i = 0; i < attack.Turrets.Count; i++ )
            {
                var turret = attack.Turrets[i];
                anims.Add( "turret_{0}".F(i),
                    new AnimationWithOffset( turretAnim,
                        () => Combat.GetTurretPosition( self, facing, turret ),
                        null));

                if (attackInfo.MuzzleFlash)
                {
                    var muzzleFlash = new Animation(GetImage(self), () => turreted.turretFacing);
                    muzzleFlash.PlayFetchIndex("muzzle",
                        () => (int)(turret.Recoil * 5.9f)); /* hack: dumb crap */
                    anims.Add("muzzle_flash_{0}".F(i),
                        new AnimationWithOffset(muzzleFlash,
                            () => Combat.GetTurretPosition(self, facing, turret),
                            () => turret.Recoil <= 0));
                }
            }
        }
示例#2
0
文件: WithRoof.cs 项目: djohe/OpenRA
 public WithRoof(Actor self)
 {
     var rs = self.Trait<RenderSimple>();
     var roof = new Animation(rs.GetImage(self), () => self.Trait<IFacing>().Facing);
     roof.Play("roof");
     rs.anims.Add( "roof", new RenderSimple.AnimationWithOffset( roof ) { ZOffset = 24 } );
 }
示例#3
0
        public RenderGunboat(Actor self)
            : base(self, () => self.HasTrait<Turreted>() ? self.Trait<Turreted>().turretFacing : 0)
        {
            facing = self.Trait<IFacing>();
            anim.Play("left");

            var wake = new Animation(anim.Name);
            wake.Play("left-wake");
            Func<float2> offset = () => new float2(((anims["wake"].Animation.CurrentSequence.Name == "left-wake") ? 1 : -1),2);
            anims.Add( "wake", new AnimationWithOffset( wake, offset, () => false ) { ZOffset = -2 } );
        }
示例#4
0
		public RallyPointIndicator(Actor building, RallyPoint rp)
		{
			this.building = building;
			this.rp = rp;

			flag = new Animation(building.World, rp.Info.Image);
			flag.PlayRepeating(rp.Info.FlagSequence);

			circles = new Animation(building.World, rp.Info.Image);
			circles.Play(rp.Info.CirclesSequence);
		}
示例#5
0
        public RallyPoint(Actor building, string palettePrefix)
        {
            this.building = building;
            this.palettePrefix = palettePrefix;

            rp = building.Trait<RA.RallyPoint>();

            flag = new Animation(building.World, "rallypoint");
            circles = new Animation(building.World, "rallypoint");

            flag.PlayRepeating("flag");
            circles.Play("circles");
        }
示例#6
0
文件: Beacon.cs 项目: ushardul/OpenRA
        // Player-placed beacons are removed after a delay
        public Beacon(Player owner, WPos position, int duration, string palettePrefix)
        {
            this.owner = owner;
            this.position = position;
            this.palettePrefix = palettePrefix;

            arrow = new Animation(owner.World, "beacon");
            circles = new Animation(owner.World, "beacon");

            arrow.Play("arrow");
            circles.Play("circles");

            if (duration > 0)
                owner.World.Add(new DelayedAction(duration, () => owner.World.Remove(this)));
        }
		public override void Draw()
		{
			var player = GetPlayer();
			if (player == null)
			{
				return;
			}
			var queues = world.ActorsWithTrait<ProductionQueue>()
				.Where(a => a.Actor.Owner == player)
				.Select((a, i) => new { a.Trait, i });
			foreach (var queue in queues)
			{
				if (!clocks.ContainsKey(queue.Trait))
				{
					clocks.Add(queue.Trait, new Animation(world, "clock"));
				}
			}

			var iconSize = new float2(IconWidth, IconHeight);
			foreach (var queue in queues)
			{
				var current = queue.Trait.CurrentItem();
				if (current == null)
					continue;

				var actor = queue.Trait.AllItems().FirstOrDefault(a => a.Name == current.Item);
				if (actor == null)
					continue;

				var icon = new Animation(world, RenderSimple.GetImage(actor));
				icon.Play(actor.Traits.Get<TooltipInfo>().Icon);
				var location = new float2(RenderBounds.Location) + new float2(queue.i * (IconWidth + IconSpacing), 0);
				WidgetUtils.DrawSHPCentered(icon.Image, location + 0.5f * iconSize, worldRenderer, 0.5f);

				var clock = clocks[queue.Trait];
				clock.PlayFetchIndex("idle",
					() => current.TotalTime == 0 ? 0 : ((current.TotalTime - current.RemainingTime)
					* (clock.CurrentSequence.Length - 1) / current.TotalTime));
				clock.Tick();
				WidgetUtils.DrawSHPCentered(clock.Image, location + 0.5f * iconSize, worldRenderer, 0.5f);

				var tiny = Game.Renderer.Fonts["Tiny"];
				var text = GetOverlayForItem(current);
				tiny.DrawTextWithContrast(text,
					location + new float2(16, 16) - new float2(tiny.Measure(text).X / 2, 0),
					Color.White, Color.Black, 1);
			}
		}
示例#8
0
文件: Beacon.cs 项目: ushardul/OpenRA
        // Support power beacons are expected to clean themselves up
        public Beacon(Player owner, WPos position, string palettePrefix, string posterType, string posterPalette, Func<float> clockFraction)
            : this(owner, position, -1, palettePrefix)
        {
            this.posterPalette = posterPalette;

            if (posterType != null)
            {
                poster = new Animation(owner.World, "beacon");
                poster.Play(posterType);

                if (clockFraction != null)
                {
                    clock = new Animation(owner.World, "beacon");
                    clock.PlayFetchIndex("clock", () => Exts.Clamp((int)(clockFraction() * (clock.CurrentSequence.Length - 1)), 0, clock.CurrentSequence.Length - 1));
                }
            }
        }
示例#9
0
文件: Beacon.cs 项目: OpenRA/OpenRA
        // Support power beacons are expected to clean themselves up
        public Beacon(Player owner, WPos position, bool isPlayerPalette, string palette, string posterCollection, string posterType, string posterPalette,
			string arrowSequence, string circleSequence, string clockSequence, Func<float> clockFraction)
            : this(owner, position, -1, palette, isPlayerPalette, posterCollection, arrowSequence, circleSequence)
        {
            this.posterPalette = posterPalette;

            if (posterType != null)
            {
                poster = new Animation(owner.World, posterCollection);
                poster.Play(posterType);

                if (clockFraction != null)
                {
                    clock = new Animation(owner.World, posterCollection);
                    clock.PlayFetchIndex(clockSequence, () => Exts.Clamp((int)(clockFraction() * (clock.CurrentSequence.Length - 1)), 0, clock.CurrentSequence.Length - 1));
                }
            }
        }
示例#10
0
文件: Beacon.cs 项目: pchote/OpenRA
        // Player-placed beacons are removed after a delay
        public Beacon(Player owner, WPos position, int duration, string beaconPalette, bool isPlayerPalette, string beaconCollection, string arrowSprite, string circleSprite)
        {
            this.owner = owner;
            this.position = position;
            this.beaconPalette = beaconPalette;
            this.isPlayerPalette = isPlayerPalette;
            this.duration = duration;

            if (!string.IsNullOrEmpty(arrowSprite))
            {
                arrow = new Animation(owner.World, beaconCollection);
                arrow.Play(arrowSprite);
            }

            if (!string.IsNullOrEmpty(circleSprite))
            {
                circles = new Animation(owner.World, beaconCollection);
                circles.Play(circleSprite);
            }
        }
示例#11
0
文件: Beacon.cs 项目: OpenRA/OpenRA
        // Player-placed beacons are removed after a delay
        public Beacon(Player owner, WPos position, int duration, string beaconPalette, bool isPlayerPalette, string beaconCollection, string arrowSprite, string circleSprite)
        {
            this.owner = owner;
            this.position = position;
            this.beaconPalette = beaconPalette;
            this.isPlayerPalette = isPlayerPalette;

            if (!string.IsNullOrEmpty(arrowSprite))
            {
                arrow = new Animation(owner.World, beaconCollection);
                arrow.Play(arrowSprite);
            }

            if (!string.IsNullOrEmpty(circleSprite))
            {
                circles = new Animation(owner.World, beaconCollection);
                circles.Play(circleSprite);
            }

            if (duration > 0)
                owner.World.AddFrameEndTask(w => w.Add(new DelayedAction(duration, () => owner.World.Remove(this))));
        }
示例#12
0
		public void RefreshIcons()
		{
			icons = new Dictionary<Rectangle, ProductionIcon>();
			var producer = CurrentQueue != null ? CurrentQueue.MostLikelyProducer() : default(TraitPair<Production>);
			if (CurrentQueue == null || producer.Trait == null)
			{
				if (DisplayedIconCount != 0)
				{
					OnIconCountChanged(DisplayedIconCount, 0);
					DisplayedIconCount = 0;
				}

				return;
			}

			var oldIconCount = DisplayedIconCount;
			DisplayedIconCount = 0;

			var ks = Game.Settings.Keys;
			var rb = RenderBounds;
			var faction = producer.Trait.Faction;

			foreach (var item in AllBuildables.Skip(IconRowOffset * Columns).Take(MaxIconRowOffset * Columns))
			{
				var x = DisplayedIconCount % Columns;
				var y = DisplayedIconCount / Columns;
				var rect = new Rectangle(rb.X + x * (IconSize.X + IconMargin.X), rb.Y + y * (IconSize.Y + IconMargin.Y), IconSize.X, IconSize.Y);

				var rsi = item.TraitInfo<RenderSpritesInfo>();
				var icon = new Animation(World, rsi.GetImage(item, World.Map.Rules.Sequences, faction));
				icon.Play(item.TraitInfo<TooltipInfo>().Icon);

				var bi = item.TraitInfo<BuildableInfo>();

				var pi = new ProductionIcon()
				{
					Actor = item,
					Name = item.Name,
					Hotkey = ks.GetProductionHotkey(DisplayedIconCount),
					Sprite = icon.Image,
					Palette = worldRenderer.Palette(bi.IconPalette),
					IconClockPalette = worldRenderer.Palette(ClockPalette),
					IconDarkenPalette = worldRenderer.Palette(NotBuildablePalette),
					Pos = new float2(rect.Location),
					Queued = CurrentQueue.AllQueued().Where(a => a.Item == item.Name).ToList()
				};

				icons.Add(rect, pi);
				DisplayedIconCount++;
			}

			eventBounds = icons.Any() ? icons.Keys.Aggregate(Rectangle.Union) : Rectangle.Empty;

			if (oldIconCount != DisplayedIconCount)
				OnIconCountChanged(oldIconCount, DisplayedIconCount);
		}
        public override void Draw()
        {
            var player = GetPlayer();
            if (player == null)
                return;

            var queues = world.ActorsWithTrait<ProductionQueue>()
                .Where(a => a.Actor.Owner == player)
                .Select((a, i) => new { a.Trait, i });

            foreach (var queue in queues)
                if (!clocks.ContainsKey(queue.Trait))
                    clocks.Add(queue.Trait, new Animation(world, ClockAnimation));

            var iconSize = new float2(IconWidth, IconHeight);
            foreach (var queue in queues)
            {
                var current = queue.Trait.CurrentItem();
                if (current == null)
                    continue;

                var faction = queue.Trait.Actor.Owner.Faction.InternalName;
                var actor = queue.Trait.AllItems().FirstOrDefault(a => a.Name == current.Item);
                if (actor == null)
                    continue;

                var rsi = actor.TraitInfo<RenderSpritesInfo>();
                var icon = new Animation(world, rsi.GetImage(actor, world.Map.Rules.Sequences, faction));
                icon.Play(actor.TraitInfo<TooltipInfo>().Icon);
                var bi = actor.TraitInfo<BuildableInfo>();
                var location = new float2(RenderBounds.Location) + new float2(queue.i * (IconWidth + IconSpacing), 0);
                WidgetUtils.DrawSHPCentered(icon.Image, location + 0.5f * iconSize, worldRenderer.Palette(bi.IconPalette), 0.5f);

                var pio = queue.Trait.Actor.Owner.PlayerActor.TraitsImplementing<IProductionIconOverlay>()
                    .FirstOrDefault(p => p.IsOverlayActive(actor));
                if (pio != null)
                    WidgetUtils.DrawSHPCentered(pio.Sprite, location + 0.5f * iconSize + pio.Offset(0.5f * iconSize),
                        worldRenderer.Palette(pio.Palette), 0.5f);

                var clock = clocks[queue.Trait];
                clock.PlayFetchIndex(ClockSequence,
                    () => current.TotalTime == 0 ? 0 : ((current.TotalTime - current.RemainingTime)
                    * (clock.CurrentSequence.Length - 1) / current.TotalTime));
                clock.Tick();
                WidgetUtils.DrawSHPCentered(clock.Image, location + 0.5f * iconSize, worldRenderer.Palette(ClockPalette), 0.5f);

                var tiny = Game.Renderer.Fonts["Tiny"];
                var text = GetOverlayForItem(current, timestep);
                tiny.DrawTextWithContrast(text,
                    location + new float2(16, 16) - new float2(tiny.Measure(text).X / 2, 0),
                    Color.White, Color.Black, 1);
            }
        }
示例#14
0
        int DrawPalette(ProductionQueue queue)
        {
            buttons.Clear();

            string paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
            float2 origin = new float2(paletteOrigin.X + 9, paletteOrigin.Y + 9);
            var iconOffset = 0.5f * new float2(IconWidth, IconHeight);
            var x = 0;
            var y = 0;

            if (queue != null)
            {
                var buildableItems = queue.BuildableItems().ToArray();
                var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder).ToArray();

                var overlayBits = new List<Pair<Sprite, float2>>();
                var textBits = new List<Pair<float2, string>>();
                numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);

                // Palette Background
                WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "top"), new float2(origin.X - 9, origin.Y - 9));
                for (var w = 0; w < numActualRows; w++)
                    WidgetUtils.DrawRGBA(
                        ChromeProvider.GetImage(paletteCollection, "bg-" + (w % 4)),
                        new float2(origin.X - 9, origin.Y + IconHeight * w));
                WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "bottom"),
                    new float2(origin.X - 9, origin.Y - 1 + IconHeight * numActualRows));

                // Icons
                string tooltipItem = null;
                foreach (var item in allBuildables)
                {
                    var rect = new RectangleF(origin.X + x * IconWidth, origin.Y + IconHeight * y, IconWidth, IconHeight);
                    var drawPos = new float2(rect.Location);
                    var icon = new Animation(world, RenderSimple.GetImage(item));
                    icon.Play(item.Traits.Get<TooltipInfo>().Icon);
                    WidgetUtils.DrawSHPCentered(icon.Image, drawPos + iconOffset, worldRenderer);

                    var firstOfThis = queue.AllQueued().FirstOrDefault(a => a.Item == item.Name);

                    if (rect.Contains(Viewport.LastMousePos))
                        tooltipItem = item.Name;

                    var overlayPos = drawPos + new float2(32, 16);

                    if (firstOfThis != null)
                    {
                        clock.PlayFetchIndex("idle",
                            () => (firstOfThis.TotalTime - firstOfThis.RemainingTime)
                                * (clock.CurrentSequence.Length - 1) / firstOfThis.TotalTime);
                        clock.Tick();
                        WidgetUtils.DrawSHPCentered(clock.Image, drawPos + iconOffset, worldRenderer);

                        if (queue.CurrentItem() == firstOfThis)
                            textBits.Add(Pair.New(overlayPos, GetOverlayForItem(firstOfThis)));

                        var repeats = queue.AllQueued().Count(a => a.Item == item.Name);
                        if (repeats > 1 || queue.CurrentItem() != firstOfThis)
                            textBits.Add(Pair.New(overlayPos + new float2(-24, -14), repeats.ToString()));
                    }
                    else
                        if (buildableItems.All(a => a.Name != item.Name))
                            overlayBits.Add(Pair.New(cantBuild.Image, drawPos));

                    var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
                    buttons.Add(Pair.New(new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height), HandleClick(closureName, world)));

                    if (++x == Columns) { x = 0; y++; }
                }
                if (x != 0) y++;

                foreach (var ob in overlayBits)
                    WidgetUtils.DrawSHPCentered(ob.First, ob.Second + iconOffset, worldRenderer);

                var font = Game.Renderer.Fonts["TinyBold"];
                foreach (var tb in textBits)
                {
                    var size = font.Measure(tb.Second);
                    font.DrawTextWithContrast(tb.Second, tb.First - new float2(size.X / 2, 0),
                        Color.White, Color.Black, 1);
                }

                // Tooltip
                if (tooltipItem != null && !paletteAnimating && paletteOpen)
                    DrawProductionTooltip(world, tooltipItem,
                        new float2(Game.Renderer.Resolution.Width, origin.Y + numActualRows * IconHeight + 9).ToInt2());
            }

            // Palette Dock
            WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-top"),
                new float2(Game.Renderer.Resolution.Width - 14, origin.Y - 23));

            for (int i = 0; i < numActualRows; i++)
                WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-" + (i % 4)),
                    new float2(Game.Renderer.Resolution.Width - 14, origin.Y + IconHeight * i));

            WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-bottom"),
                new float2(Game.Renderer.Resolution.Width - 14, origin.Y - 1 + IconHeight * numActualRows));

            return IconHeight * y + 9;
        }
示例#15
0
        public void RefreshIcons()
        {
            icons = new Dictionary<Rectangle, ProductionIcon>();
            if (CurrentQueue == null)
                return;

            var allBuildables = CurrentQueue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
            var i = 0;
            var rb = RenderBounds;
            foreach (var item in allBuildables)
            {
                var x = i % Columns;
                var y = i / Columns;
                var rect = new Rectangle(rb.X + x * 64 + 1, rb.Y + y * 48 + 1, 64, 48);
                var icon = new Animation(World, RenderSimple.GetImage(item));
                icon.Play(item.Traits.Get<TooltipInfo>().Icon);
                var pi = new ProductionIcon()
                {
                    Name = item.Name,
                    Sprite = icon.Image,
                    Pos = new float2(rect.Location),
                    Queued = CurrentQueue.AllQueued().Where(a => a.Item == item.Name).ToList(),
                };
                icons.Add(rect, pi);
                i++;
            }

            eventBounds = icons.Keys.Aggregate(Rectangle.Union);
        }
		public void RefreshIcons()
		{
			icons = new Dictionary<Rectangle, ProductionIcon>();
			if (CurrentQueue == null)
			{
				if (IconCount != 0)
				{
					OnIconCountChanged(IconCount, 0);
					IconCount = 0;
				}

				return;
			}

			var allBuildables = CurrentQueue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);

			var oldIconCount = IconCount;
			IconCount = 0;

			var ks = Game.Settings.Keys;
			var rb = RenderBounds;
			foreach (var item in allBuildables)
			{
				var x = IconCount % Columns;
				var y = IconCount / Columns;
				var rect = new Rectangle(rb.X + x * (IconSize.X + IconMargin.X), rb.Y + y * (IconSize.Y + IconMargin.Y), IconSize.X, IconSize.Y);
				var icon = new Animation(World, RenderSimple.GetImage(item));
				icon.Play(item.Traits.Get<TooltipInfo>().Icon);

				var pi = new ProductionIcon()
				{
					Actor = item,
					Name = item.Name,
					Hotkey = ks.GetProductionHotkey(IconCount),
					Sprite = icon.Image,
					Pos = new float2(rect.Location),
					Queued = CurrentQueue.AllQueued().Where(a => a.Item == item.Name).ToList(),
				};

				icons.Add(rect, pi);
				IconCount++;
			}

			eventBounds = icons.Any() ? icons.Keys.Aggregate(Rectangle.Union) : Rectangle.Empty;

			if (oldIconCount != IconCount)
				OnIconCountChanged(oldIconCount, IconCount);
		}