Wrap up Render traits move

This commit is contained in:
reaperrr
2015-01-05 23:08:29 +01:00
parent 5b8c97ae37
commit c431545a44
8 changed files with 8 additions and 10 deletions

View File

@@ -81,7 +81,6 @@
<Compile Include="AI\AttackOrFleeFuzzy.cs" />
<Compile Include="AI\BaseBuilder.cs" />
<Compile Include="AI\HackyAI.cs" />
<Compile Include="Render\WithIdleOverlay.cs" />
<Compile Include="Traits\AcceptsSupplies.cs" />
<Compile Include="Activities\DeliverResources.cs" />
<Compile Include="Activities\Demolish.cs" />
@@ -96,7 +95,7 @@
<Compile Include="Effects\GpsSatellite.cs" />
<Compile Include="Effects\SatelliteLaunch.cs" />
<Compile Include="Effects\TeslaZap.cs" />
<Compile Include="Render\RenderUnitReload.cs" />
<Compile Include="Traits\Render\RenderUnitReload.cs" />
<Compile Include="Graphics\TeslaZapRenderable.cs" />
<Compile Include="EjectOnDeath.cs" />
<Compile Include="AI\RushFuzzy.cs" />
@@ -137,9 +136,9 @@
<Compile Include="Scripting\Properties\GuardProperties.cs" />
<Compile Include="Widgets\Logic\TabCompletionLogic.cs" />
<Compile Include="Traits\Render\RenderJammerCircle.cs" />
<Compile Include="Render\RenderHarvester.cs" />
<Compile Include="Render\RenderDisguise.cs" />
<Compile Include="Render\RenderLandingCraft.cs" />
<Compile Include="Traits\Render\RenderHarvester.cs" />
<Compile Include="Traits\Render\RenderDisguise.cs" />
<Compile Include="Traits\Render\RenderLandingCraft.cs" />
<Compile Include="Disguise.cs" />
<Compile Include="Traits\SupplyTruck.cs" />
<Compile Include="SupportPowers\AirstrikePower.cs" />
@@ -230,7 +229,6 @@
<Compile Include="Parachutable.cs" />
<Compile Include="Widgets\Logic\InstallFromCDLogic.cs" />
<Compile Include="Widgets\Logic\InstallMusicLogic.cs" />
<Compile Include="Render\WithActiveAnimation.cs" />
<Compile Include="SupportPowers\SpawnActorPower.cs" />
<Compile Include="Traits\Buildings\ClonesProducedUnits.cs" />
<Compile Include="Cloneable.cs" />

View File

@@ -1,73 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Replaces the idle animation of a building.")]
public class WithActiveAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
public readonly int Interval = 750;
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithActiveAnimation(init.Self, this); }
}
public class WithActiveAnimation : ITick, INotifyBuildComplete, INotifySold
{
readonly IEnumerable<IDisable> disabled;
readonly WithActiveAnimationInfo info;
readonly RenderBuilding renderBuilding;
public WithActiveAnimation(Actor self, WithActiveAnimationInfo info)
{
disabled = self.TraitsImplementing<IDisable>();
renderBuilding = self.Trait<RenderBuilding>();
this.info = info;
}
int ticks;
public void Tick(Actor self)
{
if (!buildComplete)
return;
if (--ticks <= 0)
{
if (!(info.PauseOnLowPower && disabled.Any(d => d.Disabled)))
renderBuilding.PlayCustomAnim(self, info.Sequence);
ticks = info.Interval;
}
}
bool buildComplete = false;
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
public void Selling(Actor self)
{
buildComplete = false;
}
public void Sold(Actor self) { }
}
}

View File

@@ -1,99 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
[Desc("Renders a decorative animation on units and buildings.")]
public class WithIdleOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "idle-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(Sequence);
var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings);
var offset = body.LocalToWorld(Offset.Rotate(orientation));
yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale);
}
}
public class WithIdleOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
{
Animation overlay;
bool buildComplete;
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
var disabled = self.TraitsImplementing<IDisable>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.Add("idle_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete,
() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
p => WithTurret.ZOffsetFromCenter(self, p, 1)),
info.Palette, info.IsPlayerPalette);
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void BeforeTransform(Actor self)
{
buildComplete = false;
}
public void OnTransform(Actor self) { }
public void AfterTransform(Actor self) { }
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
}
}