Wrap up Render traits move
This commit is contained in:
@@ -81,7 +81,6 @@
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<Compile Include="AI\AttackOrFleeFuzzy.cs" />
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<Compile Include="AI\BaseBuilder.cs" />
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<Compile Include="AI\HackyAI.cs" />
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<Compile Include="Render\WithIdleOverlay.cs" />
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<Compile Include="Traits\AcceptsSupplies.cs" />
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<Compile Include="Activities\DeliverResources.cs" />
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<Compile Include="Activities\Demolish.cs" />
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@@ -96,7 +95,7 @@
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<Compile Include="Effects\GpsSatellite.cs" />
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<Compile Include="Effects\SatelliteLaunch.cs" />
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<Compile Include="Effects\TeslaZap.cs" />
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<Compile Include="Render\RenderUnitReload.cs" />
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<Compile Include="Traits\Render\RenderUnitReload.cs" />
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<Compile Include="Graphics\TeslaZapRenderable.cs" />
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<Compile Include="EjectOnDeath.cs" />
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<Compile Include="AI\RushFuzzy.cs" />
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@@ -137,9 +136,9 @@
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<Compile Include="Scripting\Properties\GuardProperties.cs" />
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<Compile Include="Widgets\Logic\TabCompletionLogic.cs" />
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<Compile Include="Traits\Render\RenderJammerCircle.cs" />
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<Compile Include="Render\RenderHarvester.cs" />
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<Compile Include="Render\RenderDisguise.cs" />
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<Compile Include="Render\RenderLandingCraft.cs" />
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<Compile Include="Traits\Render\RenderHarvester.cs" />
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<Compile Include="Traits\Render\RenderDisguise.cs" />
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<Compile Include="Traits\Render\RenderLandingCraft.cs" />
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<Compile Include="Disguise.cs" />
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<Compile Include="Traits\SupplyTruck.cs" />
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<Compile Include="SupportPowers\AirstrikePower.cs" />
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@@ -230,7 +229,6 @@
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<Compile Include="Parachutable.cs" />
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<Compile Include="Widgets\Logic\InstallFromCDLogic.cs" />
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<Compile Include="Widgets\Logic\InstallMusicLogic.cs" />
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<Compile Include="Render\WithActiveAnimation.cs" />
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<Compile Include="SupportPowers\SpawnActorPower.cs" />
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<Compile Include="Traits\Buildings\ClonesProducedUnits.cs" />
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<Compile Include="Cloneable.cs" />
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@@ -1,73 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* 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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Replaces the idle animation of a building.")]
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public class WithActiveAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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public readonly int Interval = 750;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithActiveAnimation(init.Self, this); }
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}
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public class WithActiveAnimation : ITick, INotifyBuildComplete, INotifySold
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{
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readonly IEnumerable<IDisable> disabled;
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readonly WithActiveAnimationInfo info;
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readonly RenderBuilding renderBuilding;
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public WithActiveAnimation(Actor self, WithActiveAnimationInfo info)
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{
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disabled = self.TraitsImplementing<IDisable>();
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renderBuilding = self.Trait<RenderBuilding>();
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this.info = info;
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}
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int ticks;
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public void Tick(Actor self)
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{
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if (!buildComplete)
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return;
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if (--ticks <= 0)
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{
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if (!(info.PauseOnLowPower && disabled.Any(d => d.Disabled)))
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renderBuilding.PlayCustomAnim(self, info.Sequence);
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ticks = info.Interval;
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}
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}
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bool buildComplete = false;
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void Sold(Actor self) { }
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}
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}
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@@ -1,99 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* 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.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Renders a decorative animation on units and buildings.")]
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public class WithIdleOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "idle-overlay";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Custom palette name")]
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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 readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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var anim = new Animation(init.World, image, () => facing);
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anim.PlayRepeating(Sequence);
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var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
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var offset = body.LocalToWorld(Offset.Rotate(orientation));
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yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
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}
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}
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public class WithIdleOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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Animation overlay;
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bool buildComplete;
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public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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var disabled = self.TraitsImplementing<IDisable>();
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buildComplete = !self.HasTrait<Building>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.PlayRepeating(info.Sequence);
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rs.Add("idle_overlay_{0}".F(info.Sequence),
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new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !buildComplete,
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() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
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p => WithTurret.ZOffsetFromCenter(self, p, 1)),
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info.Palette, info.IsPlayerPalette);
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void BeforeTransform(Actor self)
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{
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buildComplete = false;
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}
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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}
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}
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