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

@@ -35,9 +35,6 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
// TODO: Remove this when the buildComplete code is replaced with conditions.
public readonly bool RenderBeforeBuildComplete = false;
public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
@@ -73,10 +70,9 @@ namespace OpenRA.Mods.Common.Traits.Render
}
}
public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged
{
readonly Animation overlay;
bool buildComplete;
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
: base(info)
@@ -84,8 +80,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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), () => IsTraitPaused || (!info.RenderBeforeBuildComplete && !buildComplete));
overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
if (info.StartSequence != null)
overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
@@ -94,31 +89,12 @@ namespace OpenRA.Mods.Common.Traits.Render
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || (!info.RenderBeforeBuildComplete && !buildComplete),
() => IsTraitDisabled,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
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));