Add new trait ReloadArmamentsBar which renders a bar to show the current reload status
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committed by
Paul Chote
parent
4ffcd9b4a5
commit
488440197e
@@ -811,6 +811,7 @@
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<Compile Include="Widgets\Logic\ButtonTooltipWithDescHighlightLogic.cs" />
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<Compile Include="Traits\AutoTargetPriority.cs" />
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<Compile Include="Traits\Conditions\GrantConditionOnBotOwner.cs" />
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<Compile Include="Traits\Render\ReloadArmamentsBar.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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60
OpenRA.Mods.Common/Traits/Render/ReloadArmamentsBar.cs
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60
OpenRA.Mods.Common/Traits/Render/ReloadArmamentsBar.cs
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@@ -0,0 +1,60 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Visualizes the minimum remaining time for reloading the armaments.")]
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class ReloadArmamentsBarInfo : ITraitInfo
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{
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[Desc("Armament names")]
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public readonly string[] Armaments = { "primary", "secondary" };
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public readonly Color Color = Color.Red;
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public object Create(ActorInitializer init) { return new ReloadArmamentsBar(init.Self, this); }
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}
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class ReloadArmamentsBar : ISelectionBar, INotifyCreated
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{
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readonly ReloadArmamentsBarInfo info;
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readonly Actor self;
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IEnumerable<Armament> armaments;
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public ReloadArmamentsBar(Actor self, ReloadArmamentsBarInfo info)
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{
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this.self = self;
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this.info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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// Name check can be cached but enabled check can't.
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armaments = self.TraitsImplementing<Armament>().Where(a => info.Armaments.Contains(a.Info.Name)).ToArray().Where(Exts.IsTraitEnabled);
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}
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float ISelectionBar.GetValue()
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{
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0;
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return armaments.Min(a => a.FireDelay / (float)a.Weapon.ReloadDelay);
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}
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Color ISelectionBar.GetColor() { return info.Color; }
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bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
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}
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}
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