Replace INotifyBuildComplete in render traits with conditions.

This commit is contained in:
Paul Chote
2018-10-05 20:16:36 +00:00
committed by abcdefg30
parent 26b0a06a17
commit 14607f55c5
28 changed files with 152 additions and 407 deletions

View File

@@ -17,38 +17,40 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
[Desc("Building animation to play when ProductionAirdrop is used to deliver units.")]
public class WithDeliveryAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
public class WithDeliveryAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[SequenceReference] public readonly string ActiveSequence = "active";
[SequenceReference] public readonly string IdleSequence = "idle";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public object Create(ActorInitializer init) { return new WithDeliveryAnimation(init.Self, this); }
public override object Create(ActorInitializer init) { return new WithDeliveryAnimation(init.Self, this); }
}
public class WithDeliveryAnimation : INotifyDelivery
public class WithDeliveryAnimation : ConditionalTrait<WithDeliveryAnimationInfo>, INotifyDelivery
{
readonly WithDeliveryAnimationInfo info;
readonly WithSpriteBody wsb;
public WithDeliveryAnimation(Actor self, WithDeliveryAnimationInfo info)
: base(info)
{
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
this.info = info;
}
public void IncomingDelivery(Actor self)
{
wsb.PlayCustomAnimationRepeating(self, info.ActiveSequence);
if (!IsTraitDisabled)
wsb.PlayCustomAnimationRepeating(self, Info.ActiveSequence);
}
public void Delivered(Actor self)
{
wsb.PlayCustomAnimationRepeating(self, info.IdleSequence);
wsb.CancelCustomAnimation(self);
}
protected override void TraitDisabled(Actor self)
{
wsb.CancelCustomAnimation(self);
}
}
}

View File

@@ -17,7 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
[Desc("Rendered on the refinery when a voxel harvester is docking and undocking.")]
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
public class WithDockingOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "unload-overlay";
@@ -31,29 +31,27 @@ namespace OpenRA.Mods.Cnc.Traits.Render
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
public override object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
}
public class WithDockingOverlay
public class WithDockingOverlay : PausableConditionalTrait<WithDockingOverlayInfo>
{
public readonly WithDockingOverlayInfo Info;
public readonly AnimationWithOffset WithOffset;
public bool Visible;
public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
: base(info)
{
Info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
var overlay = new Animation(self.World, rs.GetImage(self));
var overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
overlay.Play(info.Sequence);
WithOffset = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !Visible);
() => !Visible || IsTraitDisabled);
rs.Add(WithOffset, info.Palette, info.IsPlayerPalette);
}