Add Alpha support to sequences.
Alpha can specify a single value for the sequence or values for each frame in the sequence. AlphaFade: True can be specified to linearly fade to transparent over the length of the animation.
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@@ -51,8 +51,8 @@ namespace OpenRA.Mods.Common.Traits
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readonly FootprintPlaceBuildingPreviewInfo info;
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readonly IPlaceBuildingDecorationInfo[] decorations;
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readonly int2 topLeftScreenOffset;
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readonly Sprite buildOk;
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readonly Sprite buildBlocked;
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readonly Sprite validTile, blockedTile;
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readonly float validAlpha, blockedAlpha;
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public FootprintPlaceBuildingPreviewPreview(WorldRenderer wr, ActorInfo ai, FootprintPlaceBuildingPreviewInfo info, TypeDictionary init)
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{
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@@ -66,10 +66,21 @@ namespace OpenRA.Mods.Common.Traits
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var tileset = world.Map.Tileset.ToLowerInvariant();
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if (world.Map.Rules.Sequences.HasSequence("overlay", "build-valid-{0}".F(tileset)))
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buildOk = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
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{
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var validSequence = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset));
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validTile = validSequence.GetSprite(0);
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validAlpha = validSequence.GetAlpha(0);
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}
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else
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buildOk = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid").GetSprite(0);
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buildBlocked = world.Map.Rules.Sequences.GetSequence("overlay", "build-invalid").GetSprite(0);
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{
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var validSequence = world.Map.Rules.Sequences.GetSequence("overlay", "build-valid");
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validTile = validSequence.GetSprite(0);
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validAlpha = validSequence.GetAlpha(0);
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}
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var blockedSequence = world.Map.Rules.Sequences.GetSequence("overlay", "build-invalid");
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blockedTile = blockedSequence.GetSprite(0);
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blockedAlpha = blockedSequence.GetAlpha(0);
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}
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protected virtual void TickInner() { }
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@@ -84,11 +95,12 @@ namespace OpenRA.Mods.Common.Traits
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if ((c.Value & filter) == 0)
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continue;
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var tile = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? buildBlocked : buildOk;
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var tile = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedTile : validTile;
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var sequenceAlpha = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedAlpha : validAlpha;
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var pos = wr.World.Map.CenterOfCell(c.Key);
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var offset = new WVec(0, 0, topLeftPos.Z - pos.Z);
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var alpha = (c.Value & PlaceBuildingCellType.LineBuild) != 0 ? info.LineBuildFootprintAlpha : info.FootprintAlpha;
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yield return new SpriteRenderable(tile, pos, offset, -511, palette, 1f, alpha, float3.Ones, TintModifiers.IgnoreWorldTint, true);
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var traitAlpha = (c.Value & PlaceBuildingCellType.LineBuild) != 0 ? info.LineBuildFootprintAlpha : info.FootprintAlpha;
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yield return new SpriteRenderable(tile, pos, offset, -511, palette, 1f, sequenceAlpha * traitAlpha, float3.Ones, TintModifiers.IgnoreWorldTint, true);
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}
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}
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