Add RenderDebugState trait

This commit is contained in:
Pavel Penev
2015-11-22 22:42:03 +02:00
parent c51bad6050
commit 6f8b3c45b4
6 changed files with 106 additions and 0 deletions

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@@ -404,6 +404,7 @@
<Compile Include="Traits\Render\RenderSpritesEditorOnly.cs" />
<Compile Include="Traits\Render\WithTurretedSpriteBody.cs" />
<Compile Include="Traits\Render\RenderUtils.cs" />
<Compile Include="Traits\Render\RenderDebugState.cs" />
<Compile Include="Traits\Render\RenderNameTag.cs" />
<Compile Include="Traits\Render\RenderSprites.cs" />
<Compile Include="Traits\Render\WithWallSpriteBody.cs" />

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@@ -0,0 +1,101 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.AI;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays the actor's type and ID above the actor.")]
class RenderDebugStateInfo : ITraitInfo
{
public readonly string Font = "TinyBold";
public object Create(ActorInitializer init) { return new RenderDebugState(init.Self, this); }
}
class RenderDebugState : INotifyAddedToWorld, INotifyOwnerChanged, IPostRenderSelection
{
readonly DeveloperMode devMode;
readonly SpriteFont font;
readonly Actor self;
readonly WVec offset;
readonly HackyAI ai;
Color color;
string tagString;
public RenderDebugState(Actor self, RenderDebugStateInfo info)
{
var buildingInfo = self.Info.TraitInfoOrDefault<BuildingInfo>();
var yOffset = buildingInfo == null ? 1 : buildingInfo.Dimensions.Y;
offset = new WVec(0, 512 * yOffset, 0);
this.self = self;
color = GetColor();
font = Game.Renderer.Fonts[info.Font];
var localPlayer = self.World.LocalPlayer;
devMode = localPlayer != null ? localPlayer.PlayerActor.Trait<DeveloperMode>() : null;
ai = self.Owner.PlayerActor.TraitsImplementing<HackyAI>().FirstOrDefault(x => x.IsEnabled);
}
public void AddedToWorld(Actor self)
{
tagString = self.ToString();
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
color = GetColor();
}
Color GetColor()
{
return self.EffectiveOwner != null ? self.EffectiveOwner.Owner.Color.RGB : self.Owner.Color.RGB;
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
{
if (devMode == null || !devMode.ShowActorTags)
yield break;
yield return new TextRenderable(font, self.CenterPosition - offset, 0, color, tagString);
// Get the actor's activity.
var activity = self.GetCurrentActivity();
if (activity != null)
{
var activityName = activity.GetType().ToString().Split('.').Last();
yield return new TextRenderable(font, self.CenterPosition, 0, color, activityName);
}
// Get the AI squad that this actor belongs to.
if (!self.Owner.IsBot)
yield break;
if (ai == null)
yield break;
var squads = ai.Squads;
var squad = squads.FirstOrDefault(x => x.Units.Contains(self));
if (squad == null)
yield break;
var aiSquadInfo = "{0}, {1}".F(squad.Type, squad.TargetActor);
yield return new TextRenderable(font, self.CenterPosition + offset, 0, color, aiSquadInfo);
}
}
}

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@@ -6,6 +6,7 @@
ScriptTriggers:
UpgradeManager:
Huntable:
RenderDebugState:
^SpriteActor:
BodyOrientation:

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@@ -6,6 +6,7 @@
ScriptTriggers:
UpgradeManager:
Huntable:
RenderDebugState:
^SpriteActor:
BodyOrientation:

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@@ -5,6 +5,7 @@
ScriptTriggers:
UpgradeManager:
Huntable:
RenderDebugState:
^SpriteActor:
BodyOrientation:

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@@ -6,6 +6,7 @@
ScriptTriggers:
UpgradeManager:
Huntable:
RenderDebugState:
^SpriteActor:
BodyOrientation: