Split pip artwork into their own files and kill the hardcoded size/offset junk. Add a blue pip to support C&C blue tib. Fixes #836.

This commit is contained in:
Paul Chote
2011-07-24 00:31:49 +12:00
parent c793e8571f
commit 6c129eed3c
7 changed files with 40 additions and 37 deletions

View File

@@ -25,9 +25,9 @@ namespace OpenRA.Traits
public class Selectable : IPostRenderSelection
{
// depends on the order of pips in TraitsInterfaces.cs!
static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray", "pip-blue" };
static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
public void RenderAfterWorld (WorldRenderer wr, Actor self)
{
var bounds = self.Bounds.Value;
@@ -154,11 +154,18 @@ namespace OpenRA.Traits
{
if (self.Owner != self.World.LocalPlayer) return;
// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
var pipSources = self.TraitsImplementing<IPips>();
if (pipSources.Count() == 0)
return;
var pipImages = new Animation("pips");
pipImages.PlayRepeating(pipStrings[0]);
var pipSize = pipImages.Image.size;
var pipxyBase = basePosition + new float2(1, -pipSize.Y);
var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
foreach (var pips in self.TraitsImplementing<IPips>())
foreach (var pips in pipSources)
{
var thisRow = pips.GetPips(self);
if (thisRow == null)
@@ -168,19 +175,19 @@ namespace OpenRA.Traits
foreach (var pip in thisRow)
{
if (pipxyOffset.X+5 > width)
if (pipxyOffset.X + pipSize.X >= width)
{
pipxyOffset.X = 0;
pipxyOffset.Y -= 4;
pipxyOffset.Y -= pipSize.Y;
}
var pipImages = new Animation("pips");
pipImages.PlayRepeating(pipStrings[(int)pip]);
pipImages.Image.DrawAt(wr, pipxyBase + pipxyOffset, "chrome");
pipxyOffset += new float2(4, 0);
pipxyOffset += new float2(pipSize.X, 0);
}
// Increment row
pipxyOffset.X = 0;
pipxyOffset.Y -= 5;
pipxyOffset.Y -= pipSize.Y + 1;
}
}

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@@ -19,7 +19,7 @@ using OpenRA.Network;
namespace OpenRA.Traits
{
// depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray };
public enum PipType { Transparent, Green, Yellow, Red, Gray, Blue };
public enum TagType { None, Fake, Primary };
public enum Stance { Enemy, Neutral, Ally };

BIN
mods/cnc/bits/pips.shp Normal file

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@@ -115,8 +115,7 @@ World:
SpriteNames: bti1,bti2,bti3,bti4,bti5,bti6,bti7,bti8,bti9,bti10,bti11,bti12
ValuePerUnit: 60
Name: Blue Tiberium
# todo: add a blue pip.
PipColor: Red
PipColor: Blue
AllowedTerrainTypes: Clear,Road
AllowUnderActors: false
SmudgeLayer@SCORCH:

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@@ -197,22 +197,18 @@ clock:
Start: 0
Length: *
pips:
ready: hpips
Start: 3
hold: hpips
Start: 4
pip-empty: hpips
pip-empty:
Start: 0
pip-green: hpips
pip-green:
Start: 1
pip-yellow: hpips
Start: 5
pip-gray: hpips
Start: 6
pip-red: hpips
Start: 7
tag-primary: hpips
pip-yellow:
Start: 2
pip-gray:
Start: 3
pip-red:
Start: 4
pip-blue:
Start: 5
groups: pdigits
Start: 0
Length: *

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mods/ra/bits/pips2.shp Normal file

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@@ -843,21 +843,22 @@ pips:
Start: 3
hold:
Start: 4
pip-empty:
Start: 0
pip-green:
Start: 1
pip-yellow:
Start: 5
pip-gray:
Start: 6
pip-red:
Start: 7
tag-fake:
Start: 18
tag-primary:
Start: 2
pip-empty: pips2
Start: 0
pip-green: pips2
Start: 1
pip-yellow: pips2
Start: 2
pip-gray: pips2
Start: 3
pip-red: pips2
Start: 4
pip-blue: pips2
Start: 5
mig:
idle:
Start: 0