Merge pull request #8061 from Phrohdoh/with-decoration

Implement WithDecoration and subtraits.
This commit is contained in:
Pavel Penev
2015-05-08 18:02:13 +03:00
8 changed files with 197 additions and 0 deletions

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@@ -627,6 +627,7 @@
<Compile Include="Traits\Plug.cs" />
<Compile Include="Widgets\Logic\Ingame\MenuButtonsChromeLogic.cs" />
<Compile Include="Widgets\Logic\Ingame\LoadIngamePerfLogic.cs" />
<Compile Include="Traits\Render\WithDecoration.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

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@@ -0,0 +1,108 @@
#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 System;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays a custom animation if conditions are satisfied.")]
public class WithDecorationInfo : UpgradableTraitInfo, ITraitInfo
{
[Desc("Image used for this decoration. Defaults to the actor's type.")]
public readonly string Image = null;
[Desc("Sequence used for this decoration (can be animated).")]
public readonly string Sequence = null;
[Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")]
public readonly string Palette = "chrome";
[Desc("Pixel offset relative to the top-left point of the actor's bounds.")]
public readonly int2 Offset = int2.Zero;
[Desc("The Z offset to apply when rendering this decoration.")]
public readonly int ZOffset = 1;
[Desc("Visual scale of the image.")]
public readonly float Scale = 1f;
[Desc("Should this be visible to allied players?")]
public readonly bool ShowToAllies = true;
[Desc("Should this be visible to enemy players?")]
public readonly bool ShowToEnemies = false;
public virtual object Create(ActorInitializer init) { return new WithDecoration(init.Self, this); }
}
public class WithDecoration : UpgradableTrait<WithDecorationInfo>, IRender
{
readonly WithDecorationInfo info;
readonly string image;
readonly Animation anim;
public WithDecoration(Actor self, WithDecorationInfo info)
: base(info)
{
this.info = info;
image = info.Image ?? self.Info.Name;
anim = new Animation(self.World, image);
anim.Paused = () => self.World.Paused;
anim.PlayRepeating(info.Sequence);
}
public virtual bool ShouldRender(Actor self) { return true; }
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
if (IsTraitDisabled)
yield break;
if (self.IsDead || !self.IsInWorld)
yield break;
if (anim == null)
yield break;
var allied = self.Owner.IsAlliedWith(self.World.RenderPlayer);
if (!allied && !info.ShowToEnemies)
yield break;
if (allied && !info.ShowToAllies)
yield break;
if (!ShouldRender(self))
yield break;
if (self.World.FogObscures(self))
yield break;
var pxPos = wr.ScreenPxPosition(self.CenterPosition);
var actorBounds = self.Bounds;
actorBounds.Offset(pxPos.X, pxPos.Y);
pxPos = new int2(actorBounds.Left, actorBounds.Top);
var img = anim.Image;
var imgSize = img.Size.ToInt2();
pxPos = pxPos.WithX(pxPos.X + imgSize.X / 2).WithY(pxPos.Y + imgSize.Y / 2);
pxPos += info.Offset;
var renderPos = wr.Position(pxPos);
anim.Tick();
yield return new SpriteRenderable(img, renderPos, WVec.Zero, info.ZOffset, wr.Palette(info.Palette), info.Scale, true);
}
}
}

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@@ -97,6 +97,7 @@
<Compile Include="UtilityCommands\D2kMapImporter.cs" />
<Compile Include="UtilityCommands\ImportD2kMapCommand.cs" />
<Compile Include="Traits\Render\WithAttackOverlay.cs" />
<Compile Include="Traits\Render\WithDecorationCarryable.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

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@@ -0,0 +1,38 @@
#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 System;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Displays a sprite when the carryable actor is waiting for pickup.")]
public class WithDecorationCarryableInfo : WithDecorationInfo, Requires<CarryableInfo>
{
public override object Create(ActorInitializer init) { return new WithDecorationCarryable(init.Self, this); }
}
public class WithDecorationCarryable : WithDecoration
{
readonly Carryable carryable;
public WithDecorationCarryable(Actor self, WithDecorationCarryableInfo info)
: base(self, info)
{
carryable = self.Trait<Carryable>();
}
public override bool ShouldRender(Actor self)
{
return carryable.Reserved;
}
}
}

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@@ -106,6 +106,7 @@
<Compile Include="Scripting\Properties\ParadropProperties.cs" />
<Compile Include="Scripting\Properties\ParatroopersProperties.cs" />
<Compile Include="Traits\Render\WithDisguisingInfantryBody.cs" />
<Compile Include="Traits\Render\WithDecorationDisguised.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

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@@ -0,0 +1,42 @@
#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 System;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
public class WithDecorationDisguisedInfo : WithDecorationInfo, Requires<DisguiseInfo>
{
[Desc("Require an active disguise to render this decoration?")]
public readonly bool RequireDisguise = true;
public override object Create(ActorInitializer init) { return new WithDecorationDisguised(init.Self, this); }
}
public class WithDecorationDisguised : WithDecoration
{
readonly WithDecorationDisguisedInfo info;
readonly Disguise disguise;
public WithDecorationDisguised(Actor self, WithDecorationDisguisedInfo info)
: base(self, info)
{
this.info = info;
disguise = self.Trait<Disguise>();
}
public override bool ShouldRender(Actor self)
{
return !info.RequireDisguise || disguise.Disguised;
}
}
}

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@@ -62,6 +62,10 @@ harvester:
SearchFromProcRadius: 24
SearchFromOrderRadius: 12
Carryable:
WithDecorationCarryable:
Image: pips
Sequence: pickup-indicator
Offset: -12, -12
Health:
HP: 1000
Armor:

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@@ -112,6 +112,8 @@ pips:
groups: DATA.R8
Start: 17
Length: 10
pickup-indicator: DATA.R8
Start: 112
tag-primary: DATA.R8
Start: 110
pip-empty: DATA.R8