Move everything Repair-related to Mods.Common
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83
OpenRA.Mods.Common/Traits/Render/WithRepairOverlay.cs
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83
OpenRA.Mods.Common/Traits/Render/WithRepairOverlay.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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}
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public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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{
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Animation overlay;
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bool buildComplete;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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var disabled = self.TraitsImplementing<IDisable>();
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buildComplete = !self.HasTrait<Building>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.Play(info.Sequence);
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rs.Add("repair_{0}".F(info.Sequence),
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new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !buildComplete,
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() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
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p => WithTurret.ZOffsetFromCenter(self, p, 1)),
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info.Palette, info.IsPlayerPalette);
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}
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public void BuildingComplete(Actor self)
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{
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
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buildComplete = true)));
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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public void Repairing(Actor self, Actor host)
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{
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overlay.Play(overlay.CurrentSequence.Name);
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}
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}
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}
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