Add upgrade support to WithIdleOverlay.

This commit is contained in:
Paul Chote
2015-03-29 18:34:32 +01:00
parent 5c18220636
commit e440d00585

View File

@@ -17,7 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders a decorative animation on units and buildings.")]
public class WithIdleOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
public class WithIdleOverlayInfo : UpgradableTraitInfo, ITraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "idle-overlay";
@@ -37,6 +37,9 @@ namespace OpenRA.Mods.Common.Traits
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (UpgradeMinEnabledLevel > 0)
yield break;
var body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing);
@@ -48,12 +51,13 @@ namespace OpenRA.Mods.Common.Traits
}
}
public class WithIdleOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
public class WithIdleOverlay : UpgradableTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
{
Animation overlay;
bool buildComplete;
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
@@ -65,7 +69,7 @@ namespace OpenRA.Mods.Common.Traits
rs.Add("idle_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete,
() => IsTraitDisabled || !buildComplete,
() => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
p => WithTurret.ZOffsetFromCenter(self, p, 1)),
info.Palette, info.IsPlayerPalette);