Add support for idle overlays in actor previews.

This commit is contained in:
Paul Chote
2014-07-20 18:28:28 +12:00
parent c6b6b5d153
commit 7c434507f1

View File

@@ -8,15 +8,17 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders a decorative animation on units and buildings.")]
public class WithIdleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
public class WithIdleOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "idle-overlay";
@@ -33,6 +35,18 @@ namespace OpenRA.Mods.RA.Render
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithIdleOverlay(init.self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(Sequence);
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
}
}
public class WithIdleOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold