Make BaseProvider PausableConditional

This commit is contained in:
Mustafa Alperen Seki
2018-01-16 12:38:20 +03:00
committed by reaperrr
parent 12054506e1
commit c976bb1d7b
3 changed files with 14 additions and 9 deletions

View File

@@ -18,18 +18,17 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Limits the zone where buildings can be constructed to a radius around this actor.")]
public class BaseProviderInfo : ITraitInfo
public class BaseProviderInfo : PausableConditionalTraitInfo
{
public readonly WDist Range = WDist.FromCells(10);
public readonly int Cooldown = 0;
public readonly int InitialDelay = 0;
public object Create(ActorInitializer init) { return new BaseProvider(init.Self, this); }
public override object Create(ActorInitializer init) { return new BaseProvider(init.Self, this); }
}
public class BaseProvider : ITick, INotifyCreated, IRenderAboveShroudWhenSelected, ISelectionBar
public class BaseProvider : PausableConditionalTrait<BaseProviderInfo>, ITick, INotifyCreated, IRenderAboveShroudWhenSelected, ISelectionBar
{
public readonly BaseProviderInfo Info;
readonly DeveloperMode devMode;
readonly Actor self;
readonly bool allyBuildEnabled;
@@ -41,8 +40,8 @@ namespace OpenRA.Mods.Common.Traits
int progress;
public BaseProvider(Actor self, BaseProviderInfo info)
: base(info)
{
Info = info;
this.self = self;
devMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
progress = total = info.InitialDelay;
@@ -69,7 +68,7 @@ namespace OpenRA.Mods.Common.Traits
public bool Ready()
{
if (building != null && building.Locked)
if (IsTraitDisabled || IsTraitPaused || (building != null && building.Locked))
return false;
return devMode.FastBuild || progress == 0;
@@ -82,6 +81,9 @@ namespace OpenRA.Mods.Common.Traits
public IEnumerable<IRenderable> RangeCircleRenderables(WorldRenderer wr)
{
if (IsTraitDisabled)
yield break;
// Visible to player and allies
if (!ValidRenderPlayer())
yield break;
@@ -103,6 +105,9 @@ namespace OpenRA.Mods.Common.Traits
float ISelectionBar.GetValue()
{
if (IsTraitDisabled)
return 0f;
// Visible to player and allies
if (!ValidRenderPlayer())
return 0f;