add the Dune 2000 repair depot active overlay

This commit is contained in:
Matthias Mailänder
2014-05-20 10:52:04 +02:00
parent f1d144bfe8
commit 5274776d55
9 changed files with 168 additions and 36 deletions

View File

@@ -69,6 +69,7 @@ namespace OpenRA.Traits
public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
public interface INotifyDamageStateChanged { void DamageStateChanged(Actor self, AttackInfo e); }
public interface INotifyRepair { void Repairing(Actor self, Actor host); }
public interface INotifyKilled { void Killed(Actor self, AttackInfo e); }
public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }

View File

@@ -63,9 +63,8 @@ namespace OpenRA.Mods.RA.Activities
self.InflictDamage(self, -hpToRepair, null);
if (host != null)
host.Trait<RenderBuilding>()
.PlayCustomAnim(host, "active");
foreach (var depot in host.TraitsImplementing<INotifyRepair>())
depot.Repairing(self, host);
remainingTicks = repairsUnits.Interval;
}

View File

@@ -526,6 +526,8 @@
<Compile Include="Console\DevCommands.cs" />
<Compile Include="Console\HelpCommand.cs" />
<Compile Include="Console\PlayerCommands.cs" />
<Compile Include="Render\WithRepairAnimation.cs" />
<Compile Include="Render\WithRepairOverlay.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

View File

@@ -0,0 +1,49 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Effects;
namespace OpenRA.Mods.RA.Render
{
public class WithRepairAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithRepairAnimation(init.self, this); }
}
public class WithRepairAnimation : INotifyRepair
{
IEnumerable<IDisable> disabled;
WithRepairAnimationInfo info;
public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
{
disabled = self.TraitsImplementing<IDisable>();
this.info = info;
}
public void Repairing(Actor self, Actor host)
{
var building = host.TraitOrDefault<RenderBuilding>();
if (building != null && !(info.PauseOnLowPower && disabled.Any(d => d.Disabled)))
building.PlayCustomAnim(host, info.Sequence);
}
}
}

View File

@@ -0,0 +1,77 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Effects;
namespace OpenRA.Mods.RA.Render
{
public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithRepairOverlay(init.self, this); }
}
public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
{
Animation overlay;
bool buildComplete;
public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
var disabled = self.TraitsImplementing<IDisable>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
rs.anims.Add("repair_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete,
() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
p => WithTurret.ZOffsetFromCenter(self, p, 1)));
}
public void BuildingComplete(Actor self)
{
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
buildComplete = true)));
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
public void Repairing(Actor self, Actor host)
{
overlay.Play(overlay.CurrentSequence.Name);
}
}
}

View File

@@ -340,6 +340,7 @@ HPAD:
Produces: Aircraft
Reservable:
RepairsUnits:
WithRepairAnimation:
RallyPoint:
ProductionQueue:
Type: Aircraft
@@ -422,6 +423,7 @@ FIX:
Reservable:
RepairsUnits:
RallyPoint:
WithRepairAnimation:
EYE:
Inherits: ^BaseBuilding

View File

@@ -577,6 +577,7 @@ WALL:
RallyPoint: 1,3
ProvidesCustomPrerequisite:
Prerequisite: Repair
WithRepairOverlay:
^HIGHTECH:
Inherits: ^Building

View File

@@ -219,17 +219,17 @@ repaira:
Start: 2571
Offset: -48,48
ZOffset: -1c511
# active: DATA # TODO: overlay
# Start: 4746
# Length: 14
# Offset: -48,48
# ZOffset: -1c511
# damaged-active: DATA # TODO: overlay
# Start: 4746
# Length: 14
# Tick: 60
# Offset: -48,48
# ZOffset: -1c511
active: DATA
Start: 4746
Length: 14
Offset: -48,48
ZOffset: -1c511
damaged-active: DATA
Start: 4746
Length: 14
Tick: 60
Offset: -48,48
ZOffset: -1c511
damaged-idle: DATA
Start: 2572
Offset: -48,48
@@ -252,17 +252,17 @@ repairh:
Start: 2731
Offset: -48,48
ZOffset: -1c511
# active: DATA # TODO: overlay
# Start: 4746
# Length: 14
# Offset: -48,48
# ZOffset: -1c511
# damaged-active: DATA # TODO: overlay
# Start: 4746
# Length: 14
# Tick: 60
# Offset: -48,48
# ZOffset: -1c511
active: DATA
Start: 4746
Length: 14
Offset: -48,48
ZOffset: -1c511
damaged-active: DATA
Start: 4746
Length: 14
Tick: 60
Offset: -48,48
ZOffset: -1c511
damaged-idle: DATA
Start: 2732
Offset: -48,48
@@ -285,17 +285,17 @@ repairo:
Start: 2891
Offset: -48,48
ZOffset: -1c511
# active: DATA # TODO: overlay
# Start: 4746
# Length: 14
# Offset: -48,48
# ZOffset: -1c511
# damaged-active: DATA # TODO: overlay
# Start: 4746
# Length: 14
# Tick: 60
# Offset: -48,48
# ZOffset: -1c511
active: DATA
Start: 4746
Length: 14
Offset: -48,48
ZOffset: -1c511
damaged-active: DATA
Start: 4746
Length: 14
Tick: 60
Offset: -48,48
ZOffset: -1c511
damaged-idle: DATA
Start: 2892
Offset: -48,48

View File

@@ -1197,6 +1197,7 @@ FIX:
IronCurtainable:
RepairsUnits:
Interval: 10
WithRepairAnimation:
FACF:
Inherits: ^Building