fix the weapon factory door opening animation
This commit is contained in:
@@ -405,6 +405,7 @@
|
||||
<Compile Include="Traits\Render\WithTurret.cs" />
|
||||
<Compile Include="Traits\Render\WithFire.cs" />
|
||||
<Compile Include="Traits\Render\WithBuildingPlacedOverlay.cs" />
|
||||
<Compile Include="Traits\Render\WithProductionDoorOverlay.cs" />
|
||||
<Compile Include="Traits\Render\WithProductionOverlay.cs" />
|
||||
<Compile Include="Traits\Repairable.cs" />
|
||||
<Compile Include="Traits\RepairableNear.cs" />
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
#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.Mods.Common.Traits;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.TS.Traits
|
||||
{
|
||||
[Desc("Play an animation when a unit exits or blocks the exit after production finished.")]
|
||||
class WithProductionDoorOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>, Requires<BuildingInfo>
|
||||
{
|
||||
public readonly string Sequence = "idle-door";
|
||||
public readonly string BuildSequence = "build-door";
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithProductionDoorOverlay(init.Self, this); }
|
||||
|
||||
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
|
||||
{
|
||||
var anim = new Animation(init.World, image, () => 0);
|
||||
anim.PlayRepeating(Sequence);
|
||||
|
||||
var bi = init.Actor.Traits.Get<BuildingInfo>();
|
||||
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
|
||||
yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
|
||||
}
|
||||
}
|
||||
|
||||
class WithProductionDoorOverlay : INotifyBuildComplete, ITick, INotifyProduction, INotifySold, INotifyDamageStateChanged
|
||||
{
|
||||
readonly WithProductionDoorOverlayInfo info;
|
||||
readonly RenderSprites renderSprites;
|
||||
readonly Animation door;
|
||||
|
||||
bool isOpen;
|
||||
CPos openExit;
|
||||
bool buildComplete;
|
||||
|
||||
public WithProductionDoorOverlay(Actor self, WithProductionDoorOverlayInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
renderSprites = self.Trait<RenderSprites>();
|
||||
door = new Animation(self.World, renderSprites.GetImage(self));
|
||||
door.Play(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence));
|
||||
|
||||
var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
|
||||
|
||||
var offset = FootprintUtils.CenterOffset(self.World, buildingInfo).Y + 512;
|
||||
renderSprites.Add("door_overlay_{0}".F(info.Sequence), new AnimationWithOffset(door, null, () => !buildComplete, offset));
|
||||
}
|
||||
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
buildComplete = true;
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (isOpen && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
|
||||
{
|
||||
isOpen = false;
|
||||
door.PlayBackwardsThen(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.BuildSequence),
|
||||
() => door.Play(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence)));
|
||||
}
|
||||
}
|
||||
|
||||
public void DamageStateChanged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (door.CurrentSequence != null)
|
||||
door.ReplaceAnim(RenderSprites.NormalizeSequence(door, e.DamageState, door.CurrentSequence.Name));
|
||||
}
|
||||
|
||||
public void UnitProduced(Actor self, Actor other, CPos exit)
|
||||
{
|
||||
door.PlayThen(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.BuildSequence), () => { isOpen = true; openExit = exit; });
|
||||
}
|
||||
|
||||
public void Selling(Actor self) { buildComplete = false; }
|
||||
public void Sold(Actor self) { }
|
||||
}
|
||||
}
|
||||
@@ -123,8 +123,6 @@ GAWEAP:
|
||||
HP: 1000
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
-RenderBuilding:
|
||||
RenderBuildingWarFactory:
|
||||
RallyPoint:
|
||||
RallyPoint: 6,1
|
||||
Exit@1:
|
||||
@@ -134,6 +132,9 @@ GAWEAP:
|
||||
Produces: Vehicle
|
||||
PrimaryBuilding:
|
||||
ProductionBar:
|
||||
WithIdleOverlay@ROOF:
|
||||
Sequence: idle-roof
|
||||
WithProductionDoorOverlay@DOOR:
|
||||
WithProductionOverlay@WHITELIGHTS:
|
||||
Sequence: production-lights-white
|
||||
WithProductionOverlay@REDLIGHTS:
|
||||
|
||||
@@ -130,8 +130,6 @@ NAWEAP:
|
||||
HP: 1000
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
-RenderBuilding:
|
||||
RenderBuildingWarFactory:
|
||||
RallyPoint:
|
||||
RallyPoint: 6,1
|
||||
Exit@1:
|
||||
@@ -141,6 +139,9 @@ NAWEAP:
|
||||
Produces: Vehicle
|
||||
PrimaryBuilding:
|
||||
ProductionBar:
|
||||
WithIdleOverlay@ROOF:
|
||||
Sequence: idle-roof
|
||||
WithProductionDoorOverlay@DOOR:
|
||||
WithProductionOverlay@LIGHTS:
|
||||
Sequence: production-lights
|
||||
WithIdleOverlay@BIB:
|
||||
|
||||
@@ -136,12 +136,17 @@ gaweap:
|
||||
Defaults:
|
||||
Offset: -12, -42
|
||||
UseTilesetCode: true
|
||||
idle:
|
||||
ShadowStart: 3
|
||||
damaged-idle:
|
||||
idle: gtweap_1
|
||||
ShadowStart: 2
|
||||
damaged-idle: gtweap_1
|
||||
Start: 1
|
||||
ShadowStart: 4
|
||||
dead:
|
||||
ShadowStart: 3
|
||||
idle-roof: gtweap_2
|
||||
ShadowStart: 2
|
||||
damaged-idle-roof: gtweap_2
|
||||
Start: 1
|
||||
ShadowStart: 3
|
||||
dead: gtweap
|
||||
Start: 2
|
||||
ShadowStart: 5
|
||||
Tick: 400
|
||||
@@ -171,14 +176,14 @@ gaweap:
|
||||
Length: 4
|
||||
Tick: 80
|
||||
ZOffset: 2048
|
||||
build-top: gtweap_d
|
||||
build-door: gtweap_d
|
||||
Length: 9
|
||||
ShadowStart: 9
|
||||
damaged-build-top: gtweap_d
|
||||
damaged-build-door: gtweap_d
|
||||
Length: 9
|
||||
ShadowStart: 9
|
||||
idle-top: gtweap_2
|
||||
damaged-idle-top: gtweap_2
|
||||
idle-door: gtweap_d
|
||||
damaged-idle-door: gtweap_d
|
||||
Start: 1
|
||||
make: gtweapmk
|
||||
Length: 20
|
||||
@@ -195,7 +200,6 @@ gaweap:
|
||||
icon: weapicon
|
||||
Offset: 0, 0
|
||||
UseTilesetCode: false
|
||||
# TODO: gtweap_1 & gtweap_a & gtweap_b & gtweap_c are unused
|
||||
|
||||
napowr:
|
||||
Defaults:
|
||||
@@ -289,12 +293,17 @@ naweap:
|
||||
Defaults:
|
||||
Offset: -12, -42
|
||||
UseTilesetCode: true
|
||||
idle:
|
||||
ShadowStart: 3
|
||||
damaged-idle:
|
||||
idle: ntweap_1
|
||||
ShadowStart: 2
|
||||
damaged-idle: ntweap_1
|
||||
Start: 1
|
||||
ShadowStart: 4
|
||||
dead:
|
||||
ShadowStart: 3
|
||||
idle-roof: ntweap_2
|
||||
ShadowStart: 2
|
||||
damaged-idle-roof: ntweap_2
|
||||
Start: 1
|
||||
ShadowStart: 3
|
||||
dead: ntweap
|
||||
Start: 2
|
||||
ShadowStart: 5
|
||||
Tick: 400
|
||||
@@ -307,15 +316,15 @@ naweap:
|
||||
Length: 16
|
||||
Tick: 100
|
||||
ZOffset: 2048
|
||||
build-top: ntweap_b
|
||||
build-door: ntweap_b
|
||||
Length: 10
|
||||
ShadowStart: 10
|
||||
damaged-build-top: ntweap_b
|
||||
damaged-build-door: ntweap_b
|
||||
Start: 10
|
||||
Length: 10
|
||||
ShadowStart: 20
|
||||
idle-top: ntweap_2
|
||||
damaged-idle-top: ntweap_2
|
||||
idle-door: ntweap_b
|
||||
damaged-idle-door: ntweap_b
|
||||
Start: 1
|
||||
make: ntweapmk
|
||||
Length: 22
|
||||
@@ -329,7 +338,6 @@ naweap:
|
||||
icon: nwepicon
|
||||
Offset: 0, 0
|
||||
UseTilesetCode: false
|
||||
# TODO: ntweap_1 & ntweap_b & ntweap_c are unused
|
||||
|
||||
naradr:
|
||||
Defaults:
|
||||
|
||||
Reference in New Issue
Block a user