Merge pull request #5124 from Mailaender/crane-overlay

Added crane build animation to construction yards in Dune 2000 and Tiberian Sun
This commit is contained in:
Paul Chote
2014-04-21 00:46:23 +12:00
13 changed files with 179 additions and 46 deletions

View File

@@ -495,6 +495,7 @@
<Compile Include="Widgets\Logic\ControlGroupLogic.cs" />
<Compile Include="Buildings\LineBuildNode.cs" />
<Compile Include="ModChooserLoadScreen.cs" />
<Compile Include="Render\WithBuildingPlacedAnimation.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

View File

@@ -16,7 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
class PlaceBuildingInfo : TraitInfo<PlaceBuilding> { }
class PlaceBuilding : IResolveOrder
{
@@ -50,8 +50,8 @@ namespace OpenRA.Mods.RA
{
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit( t ),
new OwnerInit( order.Player ),
new LocationInit(t),
new OwnerInit(order.Player),
});
if (playSounds)
@@ -70,14 +70,14 @@ namespace OpenRA.Mods.RA
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit( order.TargetLocation ),
new OwnerInit( order.Player ),
new LocationInit(order.TargetLocation),
new OwnerInit(order.Player),
});
foreach (var s in buildingInfo.BuildSounds)
Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
}
PlayBuildAnim( self, unit );
PlayBuildAnim(self, unit);
queue.FinishProduction();
@@ -98,21 +98,24 @@ namespace OpenRA.Mods.RA
}
// finds a construction yard (or equivalent) and runs its "build" animation.
static void PlayBuildAnim( Actor self, ActorInfo unit )
static void PlayBuildAnim(Actor self, ActorInfo unit)
{
var bi = unit.Traits.GetOrDefault<BuildableInfo>();
if (bi == null)
return;
var producers = self.World.ActorsWithTrait<Production>()
.Where( x => x.Actor.Owner == self.Owner
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
.Where(x => x.Actor.Owner == self.Owner
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(bi.Queue))
.ToList();
var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
var producer = producers.Where(x => x.Actor.IsPrimaryBuilding()).Concat(producers)
.FirstOrDefault();
if( producer.Actor != null )
producer.Actor.Trait<RenderSimple>().PlayCustomAnim( producer.Actor, "build" );
if (producer.Actor == null)
return;
foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
nbp.BuildingPlaced(producer.Actor);
}
static int GetNumBuildables(Player p)

View File

@@ -0,0 +1,41 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<RenderSimpleInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "build";
public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.self, this); }
}
public class WithBuildingPlacedAnimation : INotifyBuildingPlaced
{
WithBuildingPlacedAnimationInfo info;
RenderSimple renderSimple;
public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
{
this.info = info;
renderSimple = self.Trait<RenderSimple>();
}
public void BuildingPlaced(Actor self)
{
renderSimple.PlayCustomAnim(self, info.Sequence);
}
}
}