Begin splitting power into its own trait; incomplete and non-working.

This commit is contained in:
Paul Chote
2010-09-18 14:12:38 +12:00
parent 0330ef2b9e
commit ce9caec291
13 changed files with 195 additions and 120 deletions

View File

@@ -29,11 +29,11 @@ namespace OpenRA.Mods.RA.Widgets
{
powerCollection = "power-" + world.LocalPlayer.Country.Race;
var resources = world.LocalPlayer.PlayerActor.Trait<PlayerResources>();
var power = world.LocalPlayer.PlayerActor.Trait<PowerManager>();
// Nothing to draw
if (resources.PowerProvided == 0
&& resources.PowerDrained == 0)
if (power.PowerProvided == 0
&& power.PowerDrained == 0)
return;
// Draw bar horizontally
@@ -41,18 +41,18 @@ namespace OpenRA.Mods.RA.Widgets
var barEnd = barStart + new float2(powerSize.Width, 0);
float powerScaleBy = 100;
var maxPower = Math.Max(resources.PowerProvided, resources.PowerDrained);
var maxPower = Math.Max(power.PowerProvided, power.PowerDrained);
while (maxPower >= powerScaleBy) powerScaleBy *= 2;
// Current power supply
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerProvided / powerScaleBy);
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerProvided / powerScaleBy);
lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
var color = Color.LimeGreen;
if (resources.GetPowerState() == PowerState.Low)
if (power.GetPowerState() == PowerState.Low)
color = Color.Orange;
if (resources.GetPowerState() == PowerState.Critical)
if (power.GetPowerState() == PowerState.Critical)
color = Color.Red;
var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Widgets
// Power usage indicator
var indicator = ChromeProvider.GetImage( powerCollection, "power-indicator");
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerDrained / powerScaleBy);
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerDrained / powerScaleBy);
lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value - indicator.size.X / 2, barStart.Y - 1);