Change WithColoredOverlay to use a color instead of a palette.

This commit is contained in:
Paul Chote
2020-12-28 19:44:26 +00:00
committed by abcdefg30
parent 96641873ae
commit 8c9b9df125
11 changed files with 72 additions and 54 deletions

View File

@@ -19,17 +19,23 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Display a colored overlay when a timed condition is active.")]
public class WithColoredOverlayInfo : ConditionalTraitInfo
{
[PaletteReference]
[Desc("Palette to use when rendering the overlay")]
public readonly string Palette = "invuln";
[Desc("Color to overlay.")]
public readonly Color Color = Color.FromArgb(128, 128, 0, 0);
public override object Create(ActorInitializer init) { return new WithColoredOverlay(this); }
}
public class WithColoredOverlay : ConditionalTrait<WithColoredOverlayInfo>, IRenderModifier
{
readonly float3 tint;
readonly float alpha;
public WithColoredOverlay(WithColoredOverlayInfo info)
: base(info) { }
: base(info)
{
tint = new float3(info.Color.R, info.Color.G, info.Color.B) / 255f;
alpha = info.Color.A / 255f;
}
IEnumerable<IRenderable> IRenderModifier.ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
@@ -45,10 +51,8 @@ namespace OpenRA.Mods.Common.Traits
{
yield return a;
if (!a.IsDecoration && a is IPalettedRenderable)
yield return ((IPalettedRenderable)a).WithPalette(wr.Palette(Info.Palette))
.WithZOffset(a.ZOffset + 1)
.AsDecoration();
if (!a.IsDecoration && a is IModifyableRenderable ma)
yield return ma.WithTint(tint, ma.TintModifiers | TintModifiers.ReplaceColor).WithAlpha(alpha);
}
}