Move some Building traits and related elements to Mods.Common

This commit is contained in:
reaperrr
2014-12-26 02:34:49 +01:00
parent 2f67a88b93
commit 9dfd369446
44 changed files with 61 additions and 35 deletions

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@@ -1,94 +0,0 @@
#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 System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
public class RenderBuildingInfo : RenderSimpleInfo, Requires<BuildingInfo>, IPlaceBuildingDecoration
{
public readonly bool PauseOnLowPower = false;
public override object Create(ActorInitializer init) { return new RenderBuilding(init, this);}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
if (!ai.Traits.Get<BuildingInfo>().RequiresBaseProvider)
yield break;
foreach (var a in w.ActorsWithTrait<BaseProvider>())
foreach (var r in a.Trait.RenderAfterWorld(wr))
yield return r;
}
}
public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, INotifyBuildComplete
{
RenderBuildingInfo info;
public RenderBuilding(ActorInitializer init, RenderBuildingInfo info)
: this(init, info, () => 0) { }
public RenderBuilding(ActorInitializer init, RenderBuildingInfo info, Func<int> baseFacing)
: base(init.self, baseFacing)
{
var self = init.self;
this.info = info;
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
}
public virtual void BuildingComplete(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
if (info.PauseOnLowPower)
{
var disabled = self.TraitsImplementing<IDisable>();
DefaultAnimation.Paused = () => disabled.Any(d => d.Disabled)
&& DefaultAnimation.CurrentSequence.Name == NormalizeSequence(self, "idle");
}
}
public void PlayCustomAnimThen(Actor self, string name, Action a)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name),
() => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
}
public void PlayCustomAnimRepeating(Actor self, string name)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name),
() => PlayCustomAnimRepeating(self, name));
}
public void PlayCustomAnimBackwards(Actor self, string name, Action a)
{
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name),
() => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
}
public void CancelCustomAnim(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
}
public virtual void DamageStateChanged(Actor self, AttackInfo e)
{
if (DefaultAnimation.CurrentSequence != null)
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
}
}
}

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@@ -8,6 +8,8 @@
*/
#endregion
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Used for tesla coil and obelisk.")]

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -9,6 +9,7 @@
#endregion
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits

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@@ -1,59 +0,0 @@
#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 System;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
public class WithMakeAnimationInfo : ITraitInfo, Requires<BuildingInfo>, Requires<RenderBuildingInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "make";
public object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); }
}
public class WithMakeAnimation
{
readonly WithMakeAnimationInfo info;
readonly RenderBuilding renderBuilding;
public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info)
{
this.info = info;
var self = init.self;
renderBuilding = self.Trait<RenderBuilding>();
var building = self.Trait<Building>();
if (!building.SkipMakeAnimation)
{
renderBuilding.PlayCustomAnimThen(self, info.Sequence, () =>
{
building.NotifyBuildingComplete(self);
});
}
}
public void Reverse(Actor self, Activity activity)
{
renderBuilding.PlayCustomAnimBackwards(self, info.Sequence, () =>
{
// avoids visual glitches as we wait for the actor to get destroyed
renderBuilding.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0);
self.QueueActivity(activity);
});
}
}
}

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@@ -10,6 +10,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits