Introduce actor previews for PBOG and the editor.

This commit is contained in:
Paul Chote
2014-07-07 23:29:59 +12:00
parent ef2f909f65
commit 7fb106e54a
8 changed files with 154 additions and 31 deletions

View File

@@ -13,8 +13,10 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.RA.Orders
{
@@ -23,8 +25,8 @@ namespace OpenRA.Mods.RA.Orders
readonly Actor Producer;
readonly string Building;
readonly BuildingInfo BuildingInfo;
IActorPreview[] preview;
IEnumerable<IRenderable> preview;
Sprite buildOk, buildBlocked;
bool initialized = false;
@@ -79,7 +81,15 @@ namespace OpenRA.Mods.RA.Orders
}
}
public void Tick(World world) {}
public void Tick(World world)
{
if (preview == null)
return;
foreach (var p in preview)
p.Tick();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
{
@@ -108,23 +118,22 @@ namespace OpenRA.Mods.RA.Orders
{
if (!initialized)
{
var rbi = rules.Actors[Building].Traits.GetOrDefault<RenderBuildingInfo>();
if (rbi == null)
preview = new IRenderable[0];
else
{
var palette = rbi.Palette ?? (Producer.Owner != null ?
rbi.PlayerPalette + Producer.Owner.InternalName : null);
preview = rbi.RenderPreview(world, rules.Actors[Building], wr.Palette(palette));
}
var init = new ActorPreviewInitializer(rules.Actors[Building], Producer.Owner, wr, new TypeDictionary());
preview = rules.Actors[Building].Traits.WithInterface<IRenderActorPreviewInfo>()
.SelectMany(rpi => rpi.RenderPreview(init))
.ToArray();
initialized = true;
}
var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, BuildingInfo) - WPos.Zero;
foreach (var r in preview)
yield return r.OffsetBy(offset);
var comparer = new RenderableComparer(wr);
var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, BuildingInfo);
var previewRenderables = preview
.SelectMany(p => p.Render(wr, offset))
.OrderBy(r => r, comparer);
foreach (var r in previewRenderables)
yield return r;
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);