Remove TiberianSunRefinery
Also add IDockClientBody interface, move WithDockingOverlay cnc -> common, remove HarvesterDockSequence implementing classes
This commit is contained in:
committed by
Matthias Mailänder
parent
3f0c3a8b9c
commit
049d0283f9
@@ -1,70 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Cnc.Traits.Render;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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public class VoxelHarvesterDockSequence : HarvesterDockSequence
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{
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readonly WithVoxelUnloadBody body;
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readonly WithDockingOverlay spriteOverlay;
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public VoxelHarvesterDockSequence(Actor self, Actor refineryActor, Refinery refinery)
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: base(self, refineryActor, refinery)
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{
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body = self.Trait<WithVoxelUnloadBody>();
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spriteOverlay = RefineryActor.TraitOrDefault<WithDockingOverlay>();
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}
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public override void OnStateDock(Actor self)
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{
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body.Docked = true;
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if (spriteOverlay != null && !spriteOverlay.Visible)
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{
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spriteOverlay.Visible = true;
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spriteOverlay.WithOffset.Animation.PlayThen(spriteOverlay.Info.Sequence, () =>
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{
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dockingState = DockingState.Loop;
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spriteOverlay.Visible = false;
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});
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}
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else
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dockingState = DockingState.Loop;
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}
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public override void OnStateUndock(Actor self)
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{
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// If body.Docked wasn't set, we didn't actually dock and have to skip the undock overlay
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if (!body.Docked)
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dockingState = DockingState.Complete;
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else if (RefineryActor.IsInWorld && !RefineryActor.IsDead && spriteOverlay != null && !spriteOverlay.Visible)
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{
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dockingState = DockingState.Wait;
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spriteOverlay.Visible = true;
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spriteOverlay.WithOffset.Animation.PlayBackwardsThen(spriteOverlay.Info.Sequence, () =>
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{
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dockingState = DockingState.Complete;
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body.Docked = false;
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spriteOverlay.Visible = false;
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});
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}
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else
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{
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dockingState = DockingState.Complete;
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body.Docked = false;
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}
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}
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}
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}
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@@ -1,33 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Cnc.Activities;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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public class TiberianSunRefineryInfo : RefineryInfo
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{
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public override object Create(ActorInitializer init) { return new TiberianSunRefinery(init.Self, this); }
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}
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public class TiberianSunRefinery : Refinery
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{
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public TiberianSunRefinery(Actor self, RefineryInfo info)
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: base(self, info) { }
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public override Activity DockSequence(Actor harv, Actor self)
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{
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return new VoxelHarvesterDockSequence(harv, self, this);
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}
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}
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}
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@@ -1,61 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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[Desc("Rendered on the refinery when a voxel harvester is docking and undocking.")]
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public class WithDockingOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "unload-overlay";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public override object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
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}
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public class WithDockingOverlay : PausableConditionalTrait<WithDockingOverlayInfo>
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{
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public readonly AnimationWithOffset WithOffset;
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public bool Visible;
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public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
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: base(info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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var overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
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overlay.Play(info.Sequence);
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WithOffset = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))),
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() => !Visible || IsTraitDisabled);
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rs.Add(WithOffset, info.Palette, info.IsPlayerPalette);
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}
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}
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}
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@@ -45,9 +45,9 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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}
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}
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public class WithVoxelUnloadBody : IAutoMouseBounds
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public class WithVoxelUnloadBody : IAutoMouseBounds, IDockClientBody
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{
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public bool Docked;
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bool docked;
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readonly ModelAnimation modelAnimation;
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readonly RenderVoxels rv;
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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var idleModel = self.World.ModelCache.GetModelSequence(rv.Image, info.IdleSequence);
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modelAnimation = new ModelAnimation(idleModel, () => WVec.Zero,
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() => body.QuantizeOrientation(self.Orientation),
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() => Docked,
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() => docked,
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() => 0, info.ShowShadow);
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rv.Add(modelAnimation);
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@@ -68,10 +68,22 @@ namespace OpenRA.Mods.Cnc.Traits.Render
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var unloadModel = self.World.ModelCache.GetModelSequence(rv.Image, info.UnloadSequence);
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rv.Add(new ModelAnimation(unloadModel, () => WVec.Zero,
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() => body.QuantizeOrientation(self.Orientation),
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() => !Docked,
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() => !docked,
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() => 0, info.ShowShadow));
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}
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void IDockClientBody.PlayDockAnimation(Actor self, Action after)
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{
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docked = true;
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after();
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}
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void IDockClientBody.PlayReverseDockAnimation(Actor self, Action after)
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{
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docked = false;
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after();
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}
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Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
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{
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return modelAnimation.ScreenBounds(self.CenterPosition, wr, rv.Info.Scale);
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