Add new trait ReloadArmamentsBar which renders a bar to show the current reload status

This commit is contained in:
Jean-Rémy Buchs
2017-06-03 00:41:42 +02:00
committed by Paul Chote
parent 4ffcd9b4a5
commit 488440197e
2 changed files with 61 additions and 0 deletions

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@@ -811,6 +811,7 @@
<Compile Include="Widgets\Logic\ButtonTooltipWithDescHighlightLogic.cs" />
<Compile Include="Traits\AutoTargetPriority.cs" />
<Compile Include="Traits\Conditions\GrantConditionOnBotOwner.cs" />
<Compile Include="Traits\Render\ReloadArmamentsBar.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild">

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@@ -0,0 +1,60 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 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.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Visualizes the minimum remaining time for reloading the armaments.")]
class ReloadArmamentsBarInfo : ITraitInfo
{
[Desc("Armament names")]
public readonly string[] Armaments = { "primary", "secondary" };
public readonly Color Color = Color.Red;
public object Create(ActorInitializer init) { return new ReloadArmamentsBar(init.Self, this); }
}
class ReloadArmamentsBar : ISelectionBar, INotifyCreated
{
readonly ReloadArmamentsBarInfo info;
readonly Actor self;
IEnumerable<Armament> armaments;
public ReloadArmamentsBar(Actor self, ReloadArmamentsBarInfo info)
{
this.self = self;
this.info = info;
}
void INotifyCreated.Created(Actor self)
{
// Name check can be cached but enabled check can't.
armaments = self.TraitsImplementing<Armament>().Where(a => info.Armaments.Contains(a.Info.Name)).ToArray().Where(Exts.IsTraitEnabled);
}
float ISelectionBar.GetValue()
{
if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
return 0;
return armaments.Min(a => a.FireDelay / (float)a.Weapon.ReloadDelay);
}
Color ISelectionBar.GetColor() { return info.Color; }
bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
}
}