deprecate RenderBuildingWarFactory

This commit is contained in:
Matthias Mailänder
2015-04-25 08:00:45 +02:00
parent 9a37e77d1a
commit 8c8b9b1cc3
6 changed files with 10 additions and 105 deletions

View File

@@ -370,7 +370,6 @@
<Compile Include="Traits\Render\RenderBuilding.cs" />
<Compile Include="Traits\Render\RenderBuildingCharge.cs" />
<Compile Include="Traits\Render\RenderBuildingTurreted.cs" />
<Compile Include="Traits\Render\RenderBuildingWarFactory.cs" />
<Compile Include="Traits\Render\RenderEditorOnly.cs" />
<Compile Include="Traits\Render\RenderFlare.cs" />
<Compile Include="Traits\Render\RenderHarvester.cs" />

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@@ -1,96 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class RenderBuildingWarFactoryInfo : RenderBuildingInfo
{
public override object Create(ActorInitializer init) { return new RenderBuildingWarFactory(init, this); }
public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
foreach (var orig in base.RenderPreviewSprites(init, rs, image, facings, p))
yield return orig;
// Show additional roof overlay
var anim = new Animation(init.World, image, () => 0);
anim.PlayRepeating("idle-top");
var bi = init.Actor.Traits.Get<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512;
yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
}
}
class RenderBuildingWarFactory : RenderBuilding, INotifyBuildComplete, ITick, INotifyProduction, INotifySold
{
readonly Animation roof;
bool isOpen;
CPos openExit;
bool buildComplete;
public RenderBuildingWarFactory(ActorInitializer init, RenderBuildingInfo info)
: base(init, info)
{
roof = new Animation(init.World, GetImage(init.Self));
var bi = init.Self.Info.Traits.Get<BuildingInfo>();
// Additional 512 units move from center -> top of cell
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512;
Add("roof", new AnimationWithOffset(roof, null,
() => !buildComplete, offset));
}
public override void BuildingComplete(Actor self)
{
roof.Play(NormalizeSequence(self,
self.GetDamageState() > DamageState.Heavy ? "damaged-idle-top" : "idle-top"));
buildComplete = true;
}
public override void Tick(Actor self)
{
base.Tick(self);
if (isOpen && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
{
isOpen = false;
roof.PlayBackwardsThen(NormalizeSequence(self, "build-top"),
() => roof.Play(NormalizeSequence(self, "idle-top")));
}
}
public override void DamageStateChanged(Actor self, AttackInfo e)
{
if (roof.CurrentSequence != null)
{
if (e.DamageState >= DamageState.Heavy)
roof.ReplaceAnim("damaged-" + roof.CurrentSequence.Name);
else
roof.ReplaceAnim(roof.CurrentSequence.Name.Replace("damaged-", ""));
}
base.DamageStateChanged(self, e);
}
public void UnitProduced(Actor self, Actor other, CPos exit)
{
roof.PlayThen(NormalizeSequence(self, "build-top"), () => { isOpen = true; openExit = exit; });
}
public void Selling(Actor self) { Remove("roof"); }
public void Sold(Actor self) { }
}
}

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@@ -363,8 +363,9 @@ WEAP:
RevealsShroud:
Range: 4c0
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
WithProductionDoorOverlay:
Sequence: idle-top
BuildSequence: build-top
RallyPoint:
RallyPoint: 0,3
Exit@1:

View File

@@ -200,8 +200,7 @@ refinery:
DeliveryOffset: 2,2
DeliveringActor: carryall.reinforce
Facing: 160
-RenderBuilding:
RenderBuildingWarFactory:
RenderBuilding:
Image: refinery.harkonnen
RaceImages:
atreides: refinery.atreides

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@@ -37,9 +37,10 @@ WEAF:
Footprint: xxx xxx
Dimensions: 3,2
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
RenderBuilding:
Image: WEAP
WithIdleOverlay@ROOF:
Sequence: idle-top
Valued:
Cost: 200

View File

@@ -761,8 +761,9 @@ WEAP:
RevealsShroud:
Range: 4c0
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
WithProductionDoorOverlay:
Sequence: idle-top
BuildSequence: build-top
RallyPoint:
Exit@1:
SpawnOffset: 213,-128,0