Refactor CanPowerDown to provide a condition instead of triggering IsDisabled

This commit is contained in:
reaperrr
2017-08-04 12:25:46 +02:00
committed by Pavel Penev
parent 8d7eb0bc47
commit 6c02e3f2b7
3 changed files with 43 additions and 72 deletions

View File

@@ -1,52 +0,0 @@
#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.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.Effects
{
class PowerdownIndicator : IEffect, IEffectAboveShroud
{
readonly Actor a;
readonly Animation anim;
readonly CanPowerDown canPowerDown;
public PowerdownIndicator(Actor a)
{
this.a = a;
canPowerDown = a.Trait<CanPowerDown>();
anim = new Animation(a.World, canPowerDown.Info.IndicatorImage);
anim.PlayRepeating(canPowerDown.Info.IndicatorSequence);
}
void IEffect.Tick(World world)
{
if (!a.IsInWorld || a.IsDead || !canPowerDown.Disabled)
world.AddFrameEndTask(w => w.Remove(this));
anim.Tick();
}
IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr) { return SpriteRenderable.None; }
IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
{
if (a.Disposed || wr.World.FogObscures(a))
return SpriteRenderable.None;
return anim.Render(a.CenterPosition, wr.Palette(canPowerDown.Info.IndicatorPalette));
}
}
}