Merge pull request #12996 from atlimit8/RemoveIDisable-part2
Remove IDisable - part 2
This commit is contained in:
@@ -21,9 +21,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly int Interval = 750;
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[Desc("Pause when the actor is disabled. Deprecated. Use conditions instead.")]
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public readonly bool PauseOnLowPower = false;
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public override object Create(ActorInitializer init) { return new WithIdleAnimation(init.Self, this); }
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}
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@@ -48,8 +45,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (--ticks <= 0)
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{
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if (!(Info.PauseOnLowPower && self.IsDisabled()))
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wsb.PlayCustomAnimation(self, Info.Sequences.Random(Game.CosmeticRandom), () => wsb.CancelCustomAnimation(self));
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wsb.PlayCustomAnimation(self, Info.Sequences.Random(Game.CosmeticRandom), () => wsb.CancelCustomAnimation(self));
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ticks = Info.Interval;
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}
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}
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders a decorative animation on units and buildings.")]
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public class WithIdleOverlayInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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public class WithIdleOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Animation to play when the actor is created.")]
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[SequenceReference] public readonly string StartSequence = null;
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@@ -35,8 +35,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool PauseOnLowPower = false;
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public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); }
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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@@ -72,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public class WithIdleOverlay : ConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
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public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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readonly Animation overlay;
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bool buildComplete;
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@@ -84,8 +82,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self),
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() => (info.PauseOnLowPower && self.IsDisabled()) || !buildComplete);
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || !buildComplete);
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if (info.StartSequence != null)
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overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
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() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
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@@ -14,32 +14,29 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when it rearms a unit.")]
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public class WithRearmAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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public class WithRearmAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
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}
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public class WithRearmAnimation : INotifyRearm, INotifyBuildComplete, INotifySold
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public class WithRearmAnimation : ConditionalTrait<WithRearmAnimationInfo>, INotifyRearm, INotifyBuildComplete, INotifySold
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{
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readonly WithRearmAnimationInfo info;
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithRearmAnimation(Actor self, WithRearmAnimationInfo info)
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: base(info)
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{
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this.info = info;
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyRearm.Rearming(Actor self, Actor target)
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{
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if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled()))
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spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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@@ -14,32 +14,29 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when it repairs a unit.")]
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public class WithRepairAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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public class WithRepairAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
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}
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public class WithRepairAnimation : INotifyRepair, INotifyBuildComplete, INotifySold
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public class WithRepairAnimation : ConditionalTrait<WithRepairAnimationInfo>, INotifyRepair, INotifyBuildComplete, INotifySold
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{
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readonly WithRepairAnimationInfo info;
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
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: base(info)
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{
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this.info = info;
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyRepair.Repairing(Actor self, Actor target)
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{
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if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled()))
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spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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@@ -30,30 +30,28 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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public override object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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}
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public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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public class WithRepairOverlay : PausableConditionalTrait<WithRepairOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
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{
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readonly Animation overlay;
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bool buildComplete;
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bool visible;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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: base(info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self),
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() => info.PauseOnLowPower && self.IsDisabled());
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
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overlay.PlayThen(info.Sequence, () => visible = false);
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !visible || !buildComplete,
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() => IsTraitDisabled || !visible || !buildComplete,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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