Allow WithIdleOverlayInfo to render while the actor is being build.

This commit is contained in:
Andre Mohren
2017-11-13 12:00:38 +00:00
committed by Paul Chote
parent 7b12cf887d
commit 25968ee66f

View File

@@ -35,6 +35,9 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Custom palette is a player palette BaseName")] [Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false; 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 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) public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
@@ -82,7 +85,7 @@ namespace OpenRA.Mods.Common.Traits.Render
var body = self.Trait<BodyOrientation>(); var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || !buildComplete); overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || (!info.RenderBeforeBuildComplete && !buildComplete));
if (info.StartSequence != null) if (info.StartSequence != null)
overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence), overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence))); () => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
@@ -91,7 +94,7 @@ namespace OpenRA.Mods.Common.Traits.Render
var anim = new AnimationWithOffset(overlay, var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !buildComplete, () => IsTraitDisabled || (!info.RenderBeforeBuildComplete && !buildComplete),
p => RenderUtils.ZOffsetFromCenter(self, p, 1)); p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette); rs.Add(anim, info.Palette, info.IsPlayerPalette);