Add AppearsOnMapPreview
Allows preplaced actors to be rendered on map preview when saving the map. Also removes requirements for ResourceLayer in OpenRA.Game and moves it to OpenRA.Mods.Common.
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reaperrr
parent
ea4f24d0b7
commit
9fef2c01ec
59
OpenRA.Mods.Common/Traits/AppearsOnMapPreview.cs
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59
OpenRA.Mods.Common/Traits/AppearsOnMapPreview.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Render this actor when creating the minimap while saving the map.")]
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public class AppearsOnMapPreviewInfo : TraitInfo<AppearsOnMapPreview>, IMapPreviewSignatureInfo, Requires<IOccupySpaceInfo>
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{
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[Desc("Use this color to render the actor, instead of owner player color.")]
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public readonly Color Color = new Color();
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[Desc("Use this terrain color to render the actor, instead of owner player color.",
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"Overrides `Color` if both set.")]
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public readonly string Terrain = null;
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void IMapPreviewSignatureInfo.PopulateMapPreviewSignatureCells(Map map, ActorInfo ai, ActorReference s, List<Pair<MPos, Color>> destinationBuffer)
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{
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var tileSet = map.Rules.TileSet;
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Color color;
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if (!string.IsNullOrEmpty(Terrain))
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{
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color = tileSet[tileSet.GetTerrainIndex(Terrain)].Color;
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}
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else if (Color != new Color())
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{
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color = Color;
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}
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else
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{
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var owner = map.PlayerDefinitions.Where(p => s.InitDict.Get<OwnerInit>().PlayerName == p.Value.Nodes.First(k => k.Key == "Name").Value.Value).First();
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var colorValue = owner.Value.Nodes.Where(n => n.Key == "Color");
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var ownerColor = colorValue.Any() ? colorValue.First().Value.Value : "FFFFFF";
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Color.TryParse(ownerColor, out color);
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}
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var ios = ai.TraitInfo<IOccupySpaceInfo>();
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var cells = ios.OccupiedCells(ai, s.InitDict.Get<LocationInit>().Value(null));
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foreach (var cell in cells)
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destinationBuffer.Add(new Pair<MPos, Color>(cell.Key.ToMPos(map), color));
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}
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}
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public class AppearsOnMapPreview { }
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}
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