Remove custom palettes from building placement previews.

This commit is contained in:
Paul Chote
2021-01-31 13:45:21 +00:00
committed by reaperrr
parent 5bda6852a4
commit d09476c603
23 changed files with 137 additions and 123 deletions

View File

@@ -25,12 +25,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Sequence name to use.")]
public readonly string Sequence = "idle";
[PaletteReference(nameof(SequencePaletteIsPlayerPalette))]
[Desc("Custom palette name.")]
public readonly string SequencePalette = null;
[Desc("Custom palette is a player palette BaseName.")]
public readonly bool SequencePaletteIsPlayerPalette = true;
[Desc("Custom opacity to apply to the sequence sprite.")]
public readonly float SequenceAlpha = 1f;
[Desc("Footprint types to draw underneath the actor preview.")]
public readonly PlaceBuildingCellType FootprintUnderPreview = PlaceBuildingCellType.Valid | PlaceBuildingCellType.LineBuild;
@@ -65,12 +61,7 @@ namespace OpenRA.Mods.Common.Traits
var faction = init.Get<FactionInit>().Value;
var rsi = ai.TraitInfo<RenderSpritesInfo>();
if (!string.IsNullOrEmpty(info.SequencePalette))
palette = wr.Palette(info.SequencePaletteIsPlayerPalette ? info.SequencePalette + ownerName : info.SequencePalette);
else
palette = wr.Palette(rsi.Palette ?? rsi.PlayerPalette + ownerName);
palette = wr.Palette(rsi.Palette ?? rsi.PlayerPalette + ownerName);
preview = new Animation(wr.World, rsi.GetImage(ai, wr.World.Map.Rules.Sequences, faction));
preview.PlayRepeating(info.Sequence);
}
@@ -88,7 +79,12 @@ namespace OpenRA.Mods.Common.Traits
var centerPosition = wr.World.Map.CenterOfCell(topLeft) + centerOffset;
foreach (var r in preview.Render(centerPosition, WVec.Zero, 0, palette))
yield return r;
{
if (info.SequenceAlpha < 1f && r is IModifyableRenderable mr)
yield return mr.WithAlpha(mr.Alpha * info.SequenceAlpha);
else
yield return r;
}
if (info.FootprintOverPreview != PlaceBuildingCellType.None)
foreach (var r in RenderFootprint(wr, topLeft, footprint, info.FootprintOverPreview))