fix the weapon factory door opening animation
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@@ -0,0 +1,91 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.TS.Traits
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{
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[Desc("Play an animation when a unit exits or blocks the exit after production finished.")]
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class WithProductionDoorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>, Requires<BuildingInfo>
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{
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public readonly string Sequence = "idle-door";
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public readonly string BuildSequence = "build-door";
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public object Create(ActorInitializer init) { return new WithProductionDoorOverlay(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayRepeating(Sequence);
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var bi = init.Actor.Traits.Get<BuildingInfo>();
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var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
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yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
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}
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}
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class WithProductionDoorOverlay : INotifyBuildComplete, ITick, INotifyProduction, INotifySold, INotifyDamageStateChanged
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{
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readonly WithProductionDoorOverlayInfo info;
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readonly RenderSprites renderSprites;
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readonly Animation door;
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bool isOpen;
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CPos openExit;
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bool buildComplete;
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public WithProductionDoorOverlay(Actor self, WithProductionDoorOverlayInfo info)
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{
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this.info = info;
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renderSprites = self.Trait<RenderSprites>();
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door = new Animation(self.World, renderSprites.GetImage(self));
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door.Play(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence));
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var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
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var offset = FootprintUtils.CenterOffset(self.World, buildingInfo).Y + 512;
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renderSprites.Add("door_overlay_{0}".F(info.Sequence), new AnimationWithOffset(door, null, () => !buildComplete, offset));
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Tick(Actor self)
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{
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if (isOpen && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
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{
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isOpen = false;
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door.PlayBackwardsThen(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.BuildSequence),
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() => door.Play(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence)));
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}
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (door.CurrentSequence != null)
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door.ReplaceAnim(RenderSprites.NormalizeSequence(door, e.DamageState, door.CurrentSequence.Name));
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}
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public void UnitProduced(Actor self, Actor other, CPos exit)
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{
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door.PlayThen(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.BuildSequence), () => { isOpen = true; openExit = exit; });
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}
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public void Selling(Actor self) { buildComplete = false; }
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public void Sold(Actor self) { }
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}
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}
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