RenderBuildingSilo -> WithSiloAnimation
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Render trait for buildings that change the sprite according to the remaining resource storage capacity across all depots.")]
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class RenderBuildingSiloInfo : RenderBuildingInfo
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{
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public override object Create(ActorInitializer init) { return new RenderBuildingSilo(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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// Show a static frame instead of animating all of the fullness states
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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class RenderBuildingSilo : RenderBuilding, INotifyBuildComplete, INotifyOwnerChanged
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{
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readonly RenderBuildingSiloInfo info;
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PlayerResources playerResources;
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public RenderBuildingSilo(ActorInitializer init, RenderBuildingSiloInfo info)
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: base(init, info)
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{
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this.info = info;
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playerResources = init.Self.Owner.PlayerActor.Trait<PlayerResources>();
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}
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public override void BuildingComplete(Actor self)
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{
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var animation = RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), info.Sequence);
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DefaultAnimation.PlayFetchIndex(animation,
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() => playerResources.ResourceCapacity != 0
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? ((10 * DefaultAnimation.CurrentSequence.Length - 1) * playerResources.Resources) / (10 * playerResources.ResourceCapacity)
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: 0);
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}
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public override void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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base.OnOwnerChanged(self, oldOwner, newOwner);
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}
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}
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}
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55
OpenRA.Mods.Common/Traits/Render/WithSiloAnimation.cs
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55
OpenRA.Mods.Common/Traits/Render/WithSiloAnimation.cs
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@@ -0,0 +1,55 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Render trait for buildings that change the sprite according to the remaining resource storage capacity across all depots.")]
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class WithSiloAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<RenderSpritesInfo>
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{
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public readonly int Stages = 10;
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public object Create(ActorInitializer init) { return new WithSiloAnimation(init, this); }
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}
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class WithSiloAnimation : INotifyBuildComplete, INotifyOwnerChanged
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{
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readonly WithSiloAnimationInfo info;
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readonly WithSpriteBody wsb;
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PlayerResources playerResources;
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public WithSiloAnimation(ActorInitializer init, WithSiloAnimationInfo info)
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{
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this.info = info;
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wsb = init.Self.Trait<WithSpriteBody>();
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playerResources = init.Self.Owner.PlayerActor.Trait<PlayerResources>();
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}
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public void BuildingComplete(Actor self)
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{
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var animation = wsb.NormalizeSequence(self, wsb.Info.Sequence);
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wsb.DefaultAnimation.PlayFetchIndex(animation,
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() => playerResources.ResourceCapacity != 0
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? ((info.Stages * wsb.DefaultAnimation.CurrentSequence.Length - 1) * playerResources.Resources) / (info.Stages * playerResources.ResourceCapacity)
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: 0);
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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OnOwnerChanged(self, oldOwner, newOwner);
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}
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}
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}
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