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