Replace repair indicator effect with a Decoration subclass.

This commit is contained in:
Paul Chote
2018-05-19 19:38:19 +00:00
committed by reaperrr
parent 218914458f
commit 2ef6f7c0cc
14 changed files with 250 additions and 125 deletions

View File

@@ -0,0 +1,68 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Displays a custom UI overlay relative to the actor's mouseover bounds.")]
public class WithBuildingRepairDecorationInfo : WithDecorationInfo, Requires<RepairableBuildingInfo>
{
public override object Create(ActorInitializer init) { return new WithBuildingRepairDecoration(init.Self, this); }
}
public class WithBuildingRepairDecoration : WithDecoration
{
readonly RepairableBuilding rb;
readonly WithBuildingRepairDecorationInfo info;
int shownPlayer = 0;
public WithBuildingRepairDecoration(Actor self, WithBuildingRepairDecorationInfo info)
: base(self, info)
{
this.info = info;
rb = self.Trait<RepairableBuilding>();
anim = new Animation(self.World, info.Image,
() => !rb.RepairActive || rb.IsTraitDisabled || !ShouldRender(self));
anim.PlayThen(info.Sequence, CycleRepairer);
CycleRepairer();
}
protected override bool ShouldRender(Actor self)
{
if (!rb.Repairers.Any())
return false;
return base.ShouldRender(self);
}
protected override PaletteReference GetPalette(Actor self, WorldRenderer wr)
{
if (!info.IsPlayerPalette)
return wr.Palette(info.Palette);
return wr.Palette(info.Palette + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName);
}
void CycleRepairer()
{
anim.PlayThen(info.Sequence, CycleRepairer);
if (++shownPlayer == rb.Repairers.Count)
shownPlayer = 0;
}
}
}