Add AttackCharges trait for TD and TS obelisks.
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72
OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.cs
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72
OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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 OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Render overlay that varies the animation frame based on the AttackCharges trait's charge level.")]
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class WithChargeOverlayInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Sequence to use for the charge levels.")]
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public readonly string Sequence = "active";
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[Desc("Custom palette name")]
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[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithChargeOverlay(init.Self, this); }
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}
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class WithChargeOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged
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{
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readonly WithChargeOverlayInfo info;
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readonly Animation overlay;
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readonly RenderSprites rs;
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readonly WithSpriteBody wsb;
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bool buildComplete;
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public WithChargeOverlay(Actor self, WithChargeOverlayInfo info)
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{
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this.info = info;
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rs = self.Trait<RenderSprites>();
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wsb = self.Trait<WithSpriteBody>();
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var attackCharges = self.Trait<AttackCharges>();
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var attackChargesInfo = (AttackChargesInfo)attackCharges.Info;
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.PlayFetchIndex(wsb.NormalizeSequence(self, info.Sequence),
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() => int2.Lerp(0, overlay.CurrentSequence.Length, attackCharges.ChargeLevel, attackChargesInfo.ChargeLevel + 1));
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rs.Add(new AnimationWithOffset(overlay, null, () => !buildComplete, 1024),
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info.Palette, info.IsPlayerPalette);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, info.Sequence));
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}
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void INotifySold.Selling(Actor self) { buildComplete = false; }
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void INotifySold.Sold(Actor self) { }
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}
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}
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