Merge pull request #5138 from Mailaender/disable-idle-overlay

Fixed the Dune 2000 outpost radar dish rotating when powered down
This commit is contained in:
Paul Chote
2014-04-21 00:59:38 +12:00
16 changed files with 55 additions and 20 deletions

View File

@@ -164,6 +164,7 @@ namespace OpenRA.Mods.RA
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
() => PortOffset(self, port),
() => false,
() => false,
p => WithTurret.ZOffsetFromCenter(self, p, 1024));
muzzles.Add(muzzleFlash);

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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.RA.Buildings
{
for (var x = scanStart.X; x < scanEnd.X; x++)
{
var pos = new CPos(x, y);
var pos = new CPos(x, y);
var at = bi.GetBuildingAt(pos);
if (at == null || !at.IsInWorld || !at.HasTrait<GivesBuildableArea>())
continue;

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@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 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,
@@ -9,6 +9,7 @@
#endregion
using System;
using System.Linq;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
@@ -20,6 +21,7 @@ namespace OpenRA.Mods.RA.Render
public class RenderBuildingInfo : RenderSimpleInfo, Requires<BuildingInfo>, IPlaceBuildingDecoration
{
public readonly bool HasMakeAnimation = true;
public readonly bool PauseOnLowPower = false;
public override object Create(ActorInitializer init) { return new RenderBuilding(init, this);}
@@ -35,6 +37,8 @@ namespace OpenRA.Mods.RA.Render
public class RenderBuilding : RenderSimple, INotifyDamageStateChanged
{
RenderBuildingInfo info;
public RenderBuilding(ActorInitializer init, RenderBuildingInfo info)
: this(init, info, () => 0) { }
@@ -42,6 +46,7 @@ namespace OpenRA.Mods.RA.Render
: base(init.self, baseFacing)
{
var self = init.self;
this.info = info;
// Work around a bogus crash
anim.PlayRepeating(NormalizeSequence(self, "idle"));
@@ -59,6 +64,13 @@ namespace OpenRA.Mods.RA.Render
anim.PlayRepeating(NormalizeSequence(self, "idle"));
foreach (var x in self.TraitsImplementing<INotifyBuildComplete>())
x.BuildingComplete(self);
if (info.PauseOnLowPower)
{
var disabled = self.TraitsImplementing<IDisable>();
anim.Paused = () => disabled.Any(d => d.Disabled)
&& anim.CurrentSequence.Name == NormalizeSequence(self, "idle");
}
}
public void PlayCustomAnimThen(Actor self, string name, Action a)

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@@ -42,7 +42,8 @@ namespace OpenRA.Mods.RA.Render
rs.anims.Add("harvest_{0}".F(info.Sequence), new AnimationWithOffset(anim,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !visible,
p => WithTurret.ZOffsetFromCenter(self, p, 0)));
() => false,
p => WithTurret.ZOffsetFromCenter(self, p, 0)));
}
public void Harvested(Actor self, ResourceType resource)

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@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 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,
@@ -8,6 +8,7 @@
*/
#endregion
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
@@ -23,6 +24,8 @@ namespace OpenRA.Mods.RA.Render
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithIdleOverlay(init.self, this); }
}
@@ -35,14 +38,17 @@ namespace OpenRA.Mods.RA.Render
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
var disabled = self.TraitsImplementing<IDisable>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.anims.Add("idle_overlay_{0}".F(info.Sequence),
rs.anims.Add("idle_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
() => !buildComplete,
() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
p => WithTurret.ZOffsetFromCenter(self, p, 1)));
}
public void BuildingComplete(Actor self)

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@@ -54,9 +54,10 @@ namespace OpenRA.Mods.RA.Render
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
visible.Add(barrel, false);
anims.Add(barrel,
new AnimationWithOffset(muzzleFlash,
new AnimationWithOffset(muzzleFlash,
() => info.IgnoreOffset ? WVec.Zero : arm.MuzzleOffset(self, barrel),
() => !visible[barrel],
() => false,
p => WithTurret.ZOffsetFromCenter(self, p, 2)));
}
}

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@@ -47,7 +47,7 @@ namespace OpenRA.Mods.RA.Render
rotorAnim.PlayRepeating(info.Sequence);
rs.anims.Add(info.Id, new AnimationWithOffset(rotorAnim,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
null, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
null, () => false, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
}
public void Tick(Actor self)

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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA.Render
anim = new Animation(rs.GetImage(self), () => t.turretFacing);
anim.Play(info.Sequence);
rs.anims.Add("turret_{0}".F(info.Turret), new AnimationWithOffset(
anim, () => TurretOffset(self), null, p => ZOffsetFromCenter(self, p, 1)));
anim, () => TurretOffset(self), null, () => false, p => ZOffsetFromCenter(self, p, 1)));
// Restrict turret facings to match the sprite
t.QuantizedFacings = anim.CurrentSequence.Facings;