Merge pull request #5373 from Mailaender/repair-overlay
Added the Dune 2000 repair depot active overlay
This commit is contained in:
@@ -63,9 +63,8 @@ namespace OpenRA.Mods.RA.Activities
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self.InflictDamage(self, -hpToRepair, null);
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if (host != null)
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host.Trait<RenderBuilding>()
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.PlayCustomAnim(host, "active");
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foreach (var depot in host.TraitsImplementing<INotifyRepair>())
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depot.Repairing(self, host);
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remainingTicks = repairsUnits.Interval;
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}
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@@ -526,6 +526,8 @@
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<Compile Include="Console\DevCommands.cs" />
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<Compile Include="Console\HelpCommand.cs" />
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<Compile Include="Console\PlayerCommands.cs" />
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<Compile Include="Render\WithRepairAnimation.cs" />
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<Compile Include="Render\WithRepairOverlay.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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49
OpenRA.Mods.RA/Render/WithRepairAnimation.cs
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49
OpenRA.Mods.RA/Render/WithRepairAnimation.cs
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@@ -0,0 +1,49 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Effects;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairAnimation(init.self, this); }
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}
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public class WithRepairAnimation : INotifyRepair
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{
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IEnumerable<IDisable> disabled;
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WithRepairAnimationInfo info;
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public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
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{
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disabled = self.TraitsImplementing<IDisable>();
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this.info = info;
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}
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public void Repairing(Actor self, Actor host)
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{
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var building = host.TraitOrDefault<RenderBuilding>();
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if (building != null && !(info.PauseOnLowPower && disabled.Any(d => d.Disabled)))
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building.PlayCustomAnim(host, info.Sequence);
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}
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}
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}
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77
OpenRA.Mods.RA/Render/WithRepairOverlay.cs
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77
OpenRA.Mods.RA/Render/WithRepairOverlay.cs
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@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Effects;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairOverlay(init.self, this); }
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}
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public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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{
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Animation overlay;
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bool buildComplete;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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var disabled = self.TraitsImplementing<IDisable>();
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buildComplete = !self.HasTrait<Building>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.Play(info.Sequence);
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rs.anims.Add("repair_{0}".F(info.Sequence),
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new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !buildComplete,
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() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
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p => WithTurret.ZOffsetFromCenter(self, p, 1)));
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}
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public void BuildingComplete(Actor self)
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{
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
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buildComplete = true)));
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void 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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}
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public void Repairing(Actor self, Actor host)
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{
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overlay.Play(overlay.CurrentSequence.Name);
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}
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}
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}
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