Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Animation/Params/Animation/FishAnimations.cs
T
2019-03-18 20:39:27 +02:00

216 lines
9.5 KiB
C#

using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace Barotrauma
{
class FishWalkParams : FishGroundedParams
{
public static FishWalkParams GetDefaultAnimParams(Character character)
{
return Check(character) ? GetDefaultAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk) : Empty;
}
public static FishWalkParams GetAnimParams(Character character, string fileName = null)
{
return Check(character) ? GetAnimParams<FishWalkParams>(character.SpeciesName, AnimationType.Walk, fileName) : Empty;
}
protected static FishWalkParams Empty = new FishWalkParams();
public override void CreateSnapshot() => CreateSnapshot<FishWalkParams>();
}
class FishRunParams : FishGroundedParams
{
public static FishRunParams GetDefaultAnimParams(Character character)
{
return Check(character) ? GetDefaultAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run) : Empty;
}
public static FishRunParams GetAnimParams(Character character, string fileName = null)
{
return Check(character) ? GetAnimParams<FishRunParams>(character.SpeciesName, AnimationType.Run, fileName) : Empty;
}
protected static FishRunParams Empty = new FishRunParams();
public override void CreateSnapshot() => CreateSnapshot<FishRunParams>();
}
class FishSwimFastParams : FishSwimParams
{
public static FishSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast);
public static FishSwimFastParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<FishSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
}
public override void CreateSnapshot() => CreateSnapshot<FishSwimFastParams>();
}
class FishSwimSlowParams : FishSwimParams
{
public static FishSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow);
public static FishSwimSlowParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<FishSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
}
public override void CreateSnapshot() => CreateSnapshot<FishSwimSlowParams>();
}
abstract class FishGroundedParams : GroundedMovementParams, IFishAnimation
{
protected static bool Check(Character character)
{
if (!character.AnimController.CanWalk)
{
DebugConsole.ThrowError($"{character.SpeciesName} cannot use run animations!");
return false;
}
return true;
}
[Serialize(true, true), Editable(ToolTip = "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
public bool Flip { get; set; }
[Serialize(10.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 100, ToolTip = "How much force is used to move the head to the correct position.")]
public float HeadMoveForce { get; set; }
[Serialize(10.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 100, ToolTip = "How much force is used to move the torso to the correct position.")]
public float TorsoMoveForce { get; set; }
[Serialize(8.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 100, ToolTip = "How much force is used to move the feet to the correct position.")]
public float FootMoveForce { get; set; }
[Serialize(50.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the head to the correct orientation.")]
public float HeadTorque { get; set; }
[Serialize(50.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the torso to the correct orientation.")]
public float TorsoTorque { get; set; }
[Serialize(50.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the tail to the correct orientation.")]
public float TailTorque { get; set; }
[Serialize(25.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the feet to the correct orientation.")]
public float FootTorque { get; set; }
[Serialize(0.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "Optional torque that's constantly applied to legs.")]
public float LegTorque { get; set; }
/// <summary>
/// The angle of the collider when standing (i.e. out of water).
/// In degrees.
/// </summary>
[Serialize(0f, true), Editable(MinValueFloat = -360, MaxValueFloat = 360, ToolTip = "The angle of the character's collider when standing.")]
public float ColliderStandAngle
{
get => MathHelper.ToDegrees(ColliderStandAngleInRadians);
set => ColliderStandAngleInRadians = MathHelper.ToRadians(value);
}
public float ColliderStandAngleInRadians { get; private set; }
[Serialize(null, true), Editable]
public string FootAngles
{
get => ParseFootAngles(FootAnglesInRadians);
set => SetFootAngles(FootAnglesInRadians, value);
}
/// <summary>
/// Key = limb id, value = angle in radians
/// </summary>
public Dictionary<int, float> FootAnglesInRadians { get; set; } = new Dictionary<int, float>();
/// <summary>
/// In degrees.
/// </summary>
[Serialize(float.NaN, true), Editable(-360f, 360f)]
public float TailAngle
{
get => float.IsNaN(TailAngleInRadians) ? float.NaN : MathHelper.ToDegrees(TailAngleInRadians);
set
{
if (!float.IsNaN(value))
{
TailAngleInRadians = MathHelper.ToRadians(value);
}
}
}
public float TailAngleInRadians { get; private set; } = float.NaN;
}
abstract class FishSwimParams : SwimParams, IFishAnimation
{
[Serialize(false, true), Editable(ToolTip = "TODO")]
public bool UseSineMovement { get; set; }
[Serialize(true, true), Editable(ToolTip = "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
public bool Flip { get; set; }
[Serialize(true, true), Editable(ToolTip = "If enabled, the character will simply be mirrored horizontally when it wants to turn around. If disabled, it will rotate itself to face the other direction.")]
public bool Mirror { get; set; }
[Serialize(1f, true), Editable]
public float WaveAmplitude { get; set; }
[Serialize(10.0f, true), Editable]
public float WaveLength { get; set; }
[Serialize(true, true), Editable(ToolTip = "Should the character face towards the direction it's heading.")]
public bool RotateTowardsMovement { get; set; }
[Serialize(25.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the torso to the correct orientation.")]
public float TorsoTorque { get; set; }
[Serialize(25.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the head to the correct orientation.")]
public float HeadTorque { get; set; }
[Serialize(50.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the tail to the correct orientation.")]
public float TailTorque { get; set; }
[Serialize(25.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500, ToolTip = "How much torque is used to rotate the feet to the correct orientation.")]
public float FootTorque { get; set; }
[Serialize(null, true), Editable]
public string FootAngles
{
get => ParseFootAngles(FootAnglesInRadians);
set => SetFootAngles(FootAnglesInRadians, value);
}
/// <summary>
/// Key = limb id, value = angle in radians
/// </summary>
public Dictionary<int, float> FootAnglesInRadians { get; set; } = new Dictionary<int, float>();
/// <summary>
/// In degrees.
/// </summary>
[Serialize(float.NaN, true), Editable(-360f, 360f)]
public float TailAngle
{
get => float.IsNaN(TailAngleInRadians) ? float.NaN : MathHelper.ToDegrees(TailAngleInRadians);
set
{
if (!float.IsNaN(value))
{
TailAngleInRadians = MathHelper.ToRadians(value);
}
}
}
public float TailAngleInRadians { get; private set; } = float.NaN;
}
interface IFishAnimation
{
bool Flip { get; set; }
string FootAngles { get; set; }
Dictionary<int, float> FootAnglesInRadians { get; set; }
float TailAngle { get; set; }
float TailAngleInRadians { get; }
float HeadTorque { get; set; }
float TorsoTorque { get; set; }
float TailTorque { get; set; }
float FootTorque { get; set; }
}
}