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 namespace OpenRA.Mods.Common.Traits
{ {
[Desc("Renders a decorative animation on units and buildings.")] [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")] [Desc("Sequence name to use")]
public readonly string Sequence = "idle-overlay"; 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) 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 body = init.Actor.Traits.Get<BodyOrientationInfo>();
var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0; var facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
var anim = new Animation(init.World, image, () => facing); 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; Animation overlay;
bool buildComplete; bool buildComplete;
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info) public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
: base(info)
{ {
var rs = self.Trait<RenderSprites>(); var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>(); var body = self.Trait<IBodyOrientation>();
@@ -65,7 +69,7 @@ namespace OpenRA.Mods.Common.Traits
rs.Add("idle_overlay_{0}".F(info.Sequence), rs.Add("idle_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay, new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete, () => IsTraitDisabled || !buildComplete,
() => info.PauseOnLowPower && disabled.Any(d => d.Disabled), () => info.PauseOnLowPower && disabled.Any(d => d.Disabled),
p => WithTurret.ZOffsetFromCenter(self, p, 1)), p => WithTurret.ZOffsetFromCenter(self, p, 1)),
info.Palette, info.IsPlayerPalette); info.Palette, info.IsPlayerPalette);