added idle render overlays for d2k and ts buildings

This commit is contained in:
Matthias Mailänder
2013-08-13 16:14:13 +02:00
parent ef968a0caf
commit cb4e4d7bd9
2 changed files with 51 additions and 0 deletions

View File

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#region Copyright & License Information
/*
* Copyright 2007-2013 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.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class WithIdleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "idle-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithIdleOverlay(init.self, this); }
}
public class WithIdleOverlay : INotifyDamageStateChanged
{
Animation overlay;
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
overlay = new Animation(rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.anims.Add("idle_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
null, p => WithTurret.ZOffsetFromCenter(self, p, 1)));
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
}
}