Merge pull request #10364 from Mailaender/unload-overlay

Added the Tiberian Sun harvester unload overlay
This commit is contained in:
Oliver Brakmann
2016-01-16 19:30:19 +01:00
9 changed files with 114 additions and 13 deletions

View File

@@ -433,7 +433,7 @@
<Compile Include="Traits\Render\WithDeathAnimation.cs" />
<Compile Include="Traits\Render\WithDecoration.cs" />
<Compile Include="Traits\Render\WithDockingAnimation.cs" />
<Compile Include="Traits\Render\WithDockingOverlay.cs" />
<Compile Include="Traits\Render\WithDockedOverlay.cs" />
<Compile Include="Traits\Render\WithHarvestAnimation.cs" />
<Compile Include="Traits\Render\WithHarvestOverlay.cs" />
<Compile Include="Traits\Render\WithIdleOverlay.cs" />

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@@ -15,7 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Rendered when a harvester is docked.")]
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
public class WithDockedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "docking-overlay";
@@ -29,17 +29,17 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
public object Create(ActorInitializer init) { return new WithDockedOverlay(init.Self, this); }
}
public class WithDockingOverlay : INotifyDocking, INotifyBuildComplete, INotifySold
public class WithDockedOverlay : INotifyDocking, INotifyBuildComplete, INotifySold
{
readonly WithDockingOverlayInfo info;
readonly WithDockedOverlayInfo info;
readonly AnimationWithOffset anim;
bool buildComplete;
bool docked;
public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
public WithDockedOverlay(Actor self, WithDockedOverlayInfo info)
{
this.info = info;

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@@ -2876,6 +2876,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
// Rename WithDockingOverlay to WithDockedOverlay
if (engineVersion < 20160116)
{
if (node.Key.StartsWith("WithDockingOverlay"))
node.Key = "WithDockedOverlay" + node.Key.Substring(18);
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

View File

@@ -10,6 +10,7 @@
using OpenRA.Activities;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.TS.Traits;
namespace OpenRA.Mods.TS.Activities
@@ -17,24 +18,52 @@ namespace OpenRA.Mods.TS.Activities
public class VoxelHarvesterDockSequence : HarvesterDockSequence
{
readonly WithVoxelUnloadBody body;
readonly WithDockingOverlay spriteOverlay;
public VoxelHarvesterDockSequence(Actor self, Actor refinery, int dockAngle, bool isDragRequired, WVec dragOffset, int dragLength)
: base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength)
{
body = self.Trait<WithVoxelUnloadBody>();
spriteOverlay = refinery.TraitOrDefault<WithDockingOverlay>();
}
public override Activity OnStateDock(Actor self)
{
body.Docked = true;
if (spriteOverlay != null && !spriteOverlay.Visible)
{
spriteOverlay.Visible = true;
spriteOverlay.WithOffset.Animation.PlayThen(spriteOverlay.Info.Sequence, () => {
dockingState = State.Loop;
spriteOverlay.Visible = false;
});
}
else
dockingState = State.Loop;
return this;
}
public override Activity OnStateUndock(Actor self)
{
body.Docked = false;
dockingState = State.Wait;
if (spriteOverlay != null && !spriteOverlay.Visible)
{
spriteOverlay.Visible = true;
spriteOverlay.WithOffset.Animation.PlayBackwardsThen(spriteOverlay.Info.Sequence, () => {
dockingState = State.Complete;
body.Docked = false;
spriteOverlay.Visible = false;
});
}
else
{
dockingState = State.Complete;
body.Docked = false;
}
return this;
}
}

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@@ -69,6 +69,7 @@
<Compile Include="Activities\VoxelHarvesterDockSequence.cs" />
<Compile Include="SpriteLoaders\TmpTSLoader.cs" />
<Compile Include="Traits\Buildings\TiberianSunRefinery.cs" />
<Compile Include="Traits\Render\WithDockingOverlay.cs" />
<Compile Include="Traits\Render\WithPermanentInjury.cs" />
<Compile Include="Traits\Render\WithVoxelWalkerBody.cs" />
<Compile Include="Traits\Render\WithVoxelUnloadBody.cs" />

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@@ -0,0 +1,59 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.TS.Traits
{
[Desc("Rendered on the refinery when a voxel harvester is docking and undocking.")]
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "unload-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Custom palette name")]
[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
}
public class WithDockingOverlay
{
public readonly WithDockingOverlayInfo Info;
public readonly AnimationWithOffset WithOffset;
public bool Visible;
public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
{
Info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
var overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
WithOffset = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !Visible);
rs.Add(WithOffset, info.Palette, info.IsPlayerPalette);
}
}
}

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@@ -260,7 +260,7 @@ refinery:
FactionImages:
atreides: refinery.atreides
ordos: refinery.ordos
WithDockingOverlay@SMOKE:
WithDockedOverlay@SMOKE:
Sequence: smoke
Power:
Amount: -75

View File

@@ -91,9 +91,10 @@ PROC:
Sequence: idle-redlights
WithIdleOverlay@BIB:
Sequence: bib
WithDockingOverlay@flame:
WithDockedOverlay@FLAME:
Sequence: flame
Palette: effect
WithDockingOverlay@UNLOAD:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:

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@@ -1038,7 +1038,6 @@ nahpad:
Offset: 0, 0
UseTilesetCode: false
# TODO: unused narefn_a
proc.gdi:
Defaults: ntrefn
Offset: -12, -42
@@ -1057,6 +1056,9 @@ proc.gdi:
ShadowStart: 20
flame: ntrefn_b
Length: *
unload-overlay: narefn_a
Length: *
ZOffset: 1024
idle-redlights: ntrefn_c
Length: 16
Tick: 120
@@ -1078,7 +1080,6 @@ proc.gdi:
Offset: 0, 0
UseTilesetCode: false
# TODO: unused narefn_a
proc.nod:
Defaults: ntrefn
Offset: -12, -42
@@ -1097,6 +1098,9 @@ proc.nod:
ShadowStart: 20
flame: ntrefn_b
Length: *
unload-overlay: narefn_a
Length: *
ZOffset: 1024
idle-redlights: ntrefn_c
Length: 16
Tick: 120