Merge pull request #8905 from atlimit8/WithProductionOverlay_accept_OnOwnerChanged
WithProductionOverlay: replace ITick => INotifyCreated & add INotifyOwnerChanged
This commit is contained in:
@@ -17,7 +17,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Renders an animation when the Production trait of the actor is activated.",
|
||||
"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
|
||||
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
|
||||
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>, Requires<ProductionInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
[SequenceReference] public readonly string Sequence = "production-overlay";
|
||||
@@ -34,9 +34,10 @@ namespace OpenRA.Mods.Common.Traits
|
||||
public object Create(ActorInitializer init) { return new WithProductionOverlay(init.Self, this); }
|
||||
}
|
||||
|
||||
public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold
|
||||
public class WithProductionOverlay : INotifyDamageStateChanged, INotifyCreated, INotifyBuildComplete, INotifySold, INotifyOwnerChanged
|
||||
{
|
||||
readonly Animation overlay;
|
||||
readonly ProductionInfo production;
|
||||
ProductionQueue queue;
|
||||
bool buildComplete;
|
||||
|
||||
@@ -50,7 +51,8 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var rs = self.Trait<RenderSprites>();
|
||||
var body = self.Trait<IBodyOrientation>();
|
||||
|
||||
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
|
||||
buildComplete = !self.Info.Traits.Contains<BuildingInfo>(); // always render instantly for units
|
||||
production = self.Info.Traits.Get<ProductionInfo>();
|
||||
|
||||
overlay = new Animation(self.World, rs.GetImage(self));
|
||||
overlay.PlayRepeating(info.Sequence);
|
||||
@@ -62,30 +64,36 @@ namespace OpenRA.Mods.Common.Traits
|
||||
rs.Add(anim, info.Palette, info.IsPlayerPalette);
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
void SelectQueue(Actor self)
|
||||
{
|
||||
// search for the queue here once so we don't rely on order of trait initialization
|
||||
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
|
||||
queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Produces.Contains(q.Info.Type));
|
||||
|
||||
if (queue == null)
|
||||
{
|
||||
var production = self.TraitOrDefault<Production>();
|
||||
|
||||
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
|
||||
queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
|
||||
|
||||
if (queue == null)
|
||||
{
|
||||
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
|
||||
queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
|
||||
}
|
||||
|
||||
if (queue == null)
|
||||
throw new InvalidOperationException("Can't find production queues.");
|
||||
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
|
||||
queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Produces.Contains(q.Info.Type));
|
||||
}
|
||||
|
||||
if (queue == null)
|
||||
throw new InvalidOperationException("Can't find production queues.");
|
||||
}
|
||||
|
||||
public void Created(Actor self)
|
||||
{
|
||||
if (buildComplete)
|
||||
SelectQueue(self);
|
||||
}
|
||||
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
buildComplete = true;
|
||||
SelectQueue(self);
|
||||
}
|
||||
|
||||
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
|
||||
{
|
||||
self.World.AddFrameEndTask(w => SelectQueue(self));
|
||||
}
|
||||
|
||||
public void Sold(Actor self) { }
|
||||
|
||||
Reference in New Issue
Block a user