Moving renders
Remove Traits.Render
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68
OpenRA.Mods.Common/Traits/Render/WithResources.cs
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68
OpenRA.Mods.Common/Traits/Render/WithResources.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Displays the fill status of PlayerResources with an extra sprite overlay on the actor.")]
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class WithResourcesInfo : ITraitInfo, Requires<RenderSimpleInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "resources";
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public object Create(ActorInitializer init) { return new WithResources(init.self, this); }
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}
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class WithResources : INotifyBuildComplete, INotifySold, INotifyOwnerChanged, INotifyDamageStateChanged
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{
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WithResourcesInfo info;
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Animation anim;
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RenderSimple rs;
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PlayerResources playerResources;
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bool buildComplete;
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public WithResources(Actor self, WithResourcesInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSimple>();
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playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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anim = new Animation(self.World, rs.GetImage(self));
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anim.PlayFetchIndex(info.Sequence,
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() => playerResources.ResourceCapacity != 0
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? ((10 * anim.CurrentSequence.Length - 1) * playerResources.Resources) / (10 * playerResources.ResourceCapacity)
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: 0);
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rs.Add("resources_{0}".F(info.Sequence), new AnimationWithOffset(
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anim, null, () => !buildComplete, 1024));
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}
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public void BuildingComplete( Actor self )
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{
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buildComplete = true;
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (anim.CurrentSequence != null)
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anim.ReplaceAnim(rs.NormalizeSequence(self, info.Sequence));
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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}
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public void Selling(Actor self) { rs.Remove("resources_{0}".F(info.Sequence)); }
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public void Sold(Actor self) { }
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}
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}
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