Move WithAttackOverlay to Mods.Common

This commit is contained in:
reaperrr
2016-06-10 17:33:20 +02:00
parent cf97e36815
commit 87537d9669
3 changed files with 3 additions and 5 deletions

View File

@@ -428,6 +428,7 @@
<Compile Include="Traits\Render\WithSpriteBarrel.cs" />
<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
<Compile Include="Traits\Render\WithAttackAnimation.cs" />
<Compile Include="Traits\Render\WithAttackOverlay.cs" />
<Compile Include="Traits\Render\WithMoveAnimation.cs" />
<Compile Include="Traits\Render\WithSiloAnimation.cs" />
<Compile Include="Traits\Render\WithBuildingPlacedAnimation.cs" />

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@@ -0,0 +1,59 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Rendered together with an attack.")]
public class WithAttackOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[FieldLoader.Require]
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = null;
[Desc("Custom palette name")]
[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
}
public class WithAttackOverlay : INotifyAttack
{
readonly Animation overlay;
readonly RenderSprites renderSprites;
readonly WithAttackOverlayInfo info;
bool attacking;
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
{
this.info = info;
renderSprites = init.Self.Trait<RenderSprites>();
overlay = new Animation(init.World, renderSprites.GetImage(init.Self));
renderSprites.Add(new AnimationWithOffset(overlay, null, () => !attacking),
info.Palette, info.IsPlayerPalette);
}
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
attacking = true;
overlay.PlayThen(info.Sequence, () => attacking = false);
}
}
}