Make AppearsOnRadar trait conditional
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@@ -18,38 +18,44 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Radar
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{
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public class AppearsOnRadarInfo : ITraitInfo
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public class AppearsOnRadarInfo : ConditionalTraitInfo
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{
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public readonly bool UseLocation = false;
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public object Create(ActorInitializer init) { return new AppearsOnRadar(this); }
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[Desc("Player stances who can view this actor on radar.")]
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public readonly Stance ValidStances = Stance.Ally | Stance.Neutral | Stance.Enemy;
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public override object Create(ActorInitializer init) { return new AppearsOnRadar(this); }
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}
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public class AppearsOnRadar : IRadarSignature, INotifyCreated
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public class AppearsOnRadar : ConditionalTrait<AppearsOnRadarInfo>, IRadarSignature
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{
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readonly AppearsOnRadarInfo info;
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static readonly IEnumerable<Pair<CPos, Color>> NoCells = Enumerable.Empty<Pair<CPos, Color>>();
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IRadarColorModifier modifier;
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Color currentColor = Color.Transparent;
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Func<Pair<CPos, SubCell>, Pair<CPos, Color>> cellToSignature;
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public AppearsOnRadar(AppearsOnRadarInfo info)
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{
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this.info = info;
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}
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: base(info) { }
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public void Created(Actor self)
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protected override void Created(Actor self)
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{
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base.Created(self);
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modifier = self.TraitsImplementing<IRadarColorModifier>().FirstOrDefault();
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}
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public IEnumerable<Pair<CPos, Color>> RadarSignatureCells(Actor self)
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{
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var viewer = self.World.RenderPlayer ?? self.World.LocalPlayer;
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if (IsTraitDisabled || (viewer != null && !Info.ValidStances.HasStance(self.Owner.Stances[viewer])))
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return NoCells;
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var color = Game.Settings.Game.UsePlayerStanceColors ? self.Owner.PlayerStanceColor(self) : self.Owner.Color.RGB;
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if (modifier != null)
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color = modifier.RadarColorOverride(self, color);
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if (info.UseLocation)
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if (Info.UseLocation)
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return new[] { Pair.New(self.Location, color) };
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// PERF: Cache cellToSignature delegate to avoid allocations as color does not change often.
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