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:
@@ -495,6 +495,7 @@
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<Compile Include="Widgets\Logic\ControlGroupLogic.cs" />
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<Compile Include="Buildings\LineBuildNode.cs" />
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<Compile Include="ModChooserLoadScreen.cs" />
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<Compile Include="Render\WithBuildingPlacedAnimation.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> { }
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class PlaceBuilding : IResolveOrder
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{
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@@ -50,8 +50,8 @@ namespace OpenRA.Mods.RA
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{
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( t ),
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new OwnerInit( order.Player ),
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new LocationInit(t),
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new OwnerInit(order.Player),
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});
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if (playSounds)
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@@ -70,14 +70,14 @@ namespace OpenRA.Mods.RA
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( order.TargetLocation ),
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new OwnerInit( order.Player ),
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new LocationInit(order.TargetLocation),
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new OwnerInit(order.Player),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
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}
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PlayBuildAnim( self, unit );
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PlayBuildAnim(self, unit);
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queue.FinishProduction();
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@@ -98,21 +98,24 @@ namespace OpenRA.Mods.RA
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim( Actor self, ActorInfo unit )
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static void PlayBuildAnim(Actor self, ActorInfo unit)
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{
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var bi = unit.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return;
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var producers = self.World.ActorsWithTrait<Production>()
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.Where( x => x.Actor.Owner == self.Owner
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&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
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.Where(x => x.Actor.Owner == self.Owner
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&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(bi.Queue))
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.ToList();
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var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
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var producer = producers.Where(x => x.Actor.IsPrimaryBuilding()).Concat(producers)
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.FirstOrDefault();
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if( producer.Actor != null )
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producer.Actor.Trait<RenderSimple>().PlayCustomAnim( producer.Actor, "build" );
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if (producer.Actor == null)
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return;
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foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
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nbp.BuildingPlaced(producer.Actor);
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}
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static int GetNumBuildables(Player p)
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41
OpenRA.Mods.RA/Render/WithBuildingPlacedAnimation.cs
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41
OpenRA.Mods.RA/Render/WithBuildingPlacedAnimation.cs
Normal file
@@ -0,0 +1,41 @@
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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 OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<RenderSimpleInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "build";
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public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.self, this); }
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}
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced
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{
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WithBuildingPlacedAnimationInfo info;
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RenderSimple renderSimple;
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public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
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{
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this.info = info;
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renderSimple = self.Trait<RenderSimple>();
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}
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public void BuildingPlaced(Actor self)
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{
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renderSimple.PlayCustomAnim(self, info.Sequence);
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}
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}
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}
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