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

@@ -15,7 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Rendered when the actor constructed a building.")]
public class WithBuildingPlacedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
public class WithBuildingPlacedOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "crane-overlay";
@@ -29,52 +29,30 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithBuildingPlacedOverlay(init.Self, this); }
public override object Create(ActorInitializer init) { return new WithBuildingPlacedOverlay(init.Self, this); }
}
public class WithBuildingPlacedOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged, INotifyBuildingPlaced, INotifyTransform
public class WithBuildingPlacedOverlay : ConditionalTrait<WithBuildingPlacedOverlayInfo>, INotifyDamageStateChanged, INotifyBuildingPlaced
{
readonly Animation overlay;
bool buildComplete;
bool visible;
public WithBuildingPlacedOverlay(Actor self, WithBuildingPlacedOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !visible || !buildComplete);
() => !visible || IsTraitDisabled);
overlay.PlayThen(info.Sequence, () => visible = false);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
visible = false;
}
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifyTransform.BeforeTransform(Actor self)
{
buildComplete = false;
}
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));