add spice refinery smoke overlay when harvester docked

This commit is contained in:
Matthias Mailänder
2014-04-17 13:15:48 +02:00
parent 6029890ed8
commit ba309a3367
8 changed files with 118 additions and 6 deletions

View File

@@ -89,6 +89,7 @@
<Compile Include="DamagedWithoutFoundation.cs" />
<Compile Include="Render\WithBuildingPlacedOverlayInfo.cs" />
<Compile Include="Render\WithProductionOverlay.cs" />
<Compile Include="Render\WithDockingOverlay.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

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@@ -0,0 +1,74 @@
#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 OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA.Buildings;
namespace OpenRA.Mods.RA.Render
{
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "docking-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithDockingOverlay(init.self, this); }
}
public class WithDockingOverlay : INotifyDocking, INotifyBuildComplete, INotifySold
{
WithDockingOverlayInfo info;
Animation overlay;
bool buildComplete, docked;
public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(rs.GetImage(self));
overlay.Play(info.Sequence);
rs.anims.Add("docking_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete));
}
void PlayDockingOverlay()
{
if (docked)
overlay.PlayThen(info.Sequence, PlayDockingOverlay);
}
public void BuildingComplete(Actor self)
{
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
buildComplete = true)));
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void Docked(Actor self, Actor harvester) { docked = true; PlayDockingOverlay(); }
public void Undocked(Actor self, Actor harvester) { docked = false; }
}
}