only show welding overlays when factories are producing

closes #3756
This commit is contained in:
Matthias Mailänder
2014-04-18 11:25:42 +02:00
parent fcca5a7683
commit eb6d9f6f69
4 changed files with 112 additions and 16 deletions

View File

@@ -83,6 +83,7 @@
<Compile Include="FogPaletteFromR8.cs" /> <Compile Include="FogPaletteFromR8.cs" />
<Compile Include="DamagedWithoutFoundation.cs" /> <Compile Include="DamagedWithoutFoundation.cs" />
<Compile Include="Render\WithBuildingPlacedOverlayInfo.cs" /> <Compile Include="Render\WithBuildingPlacedOverlayInfo.cs" />
<Compile Include="Render\WithProductionOverlay.cs" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>

View File

@@ -0,0 +1,95 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "production-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithProductionOverlay(init.self, this); }
}
public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold
{
Animation overlay;
ProductionQueue queue;
bool buildComplete;
bool IsProducing
{
get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; }
}
public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.anims.Add("production_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !IsProducing || !buildComplete));
}
public void Tick(Actor self)
{
// search for the queue here once so we don't rely on order of trait initialization
if (queue == null)
{
var production = self.TraitOrDefault<Production>();
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
queue = perBuildingQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
if (queue == null)
{
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
queue = perPlayerQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
}
if (queue == null)
throw new InvalidOperationException("Can't find production queues.");
}
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
}
}

View File

@@ -260,8 +260,8 @@ CONCRETEB:
ProductionBar: ProductionBar:
ProvidesCustomPrerequisite: ProvidesCustomPrerequisite:
Prerequisite: Light Prerequisite: Light
WithIdleOverlay@WELDING: WithProductionOverlay@WELDING:
Sequence: idle-welding Sequence: production-welding
^HEAVY: ^HEAVY:
Inherits: ^Building Inherits: ^Building
@@ -300,8 +300,8 @@ CONCRETEB:
ProductionBar: ProductionBar:
ProvidesCustomPrerequisite: ProvidesCustomPrerequisite:
Prerequisite: Heavy Prerequisite: Heavy
WithIdleOverlay@WELDING: WithProductionOverlay@WELDING:
Sequence: idle-welding Sequence: production-welding
^RADAR: ^RADAR:
Inherits: ^Building Inherits: ^Building
@@ -603,8 +603,8 @@ WALL:
Range: 4c0 Range: 4c0
ProvidesCustomPrerequisite: ProvidesCustomPrerequisite:
Prerequisite: Hitech Prerequisite: Hitech
WithIdleOverlay@WELDING: # WithProductionOverlay@WELDING:
Sequence: idle-welding # Sequence: production-welding
^RESEARCH: ^RESEARCH:
Inherits: ^Building Inherits: ^Building

View File

@@ -514,7 +514,7 @@ hightecha:
damaged-idle: DATA damaged-idle: DATA
Start: 2565 Start: 2565
Offset: -48,80 Offset: -48,80
idle-welding: DATA production-welding: DATA
Start: 4614 Start: 4614
Length: 30 Length: 30
Offset: -48,80 Offset: -48,80
@@ -690,7 +690,7 @@ lighta:
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 2675 Start: 2675
Offset: -48,64 Offset: -48,64
idle-welding: DATA production-welding: DATA
Start: 4644 Start: 4644
Length: 30 Length: 30
Offset: -48,64 Offset: -48,64
@@ -739,7 +739,7 @@ heavya:
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 2520 Start: 2520
Offset: -48,80 Offset: -48,80
idle-welding: DATA production-welding: DATA
Start: 4674 Start: 4674
Length: 47 Length: 47
Offset: -48,80 Offset: -48,80
@@ -1005,7 +1005,7 @@ hightechh:
damaged-idle: DATA damaged-idle: DATA
Start: 2725 Start: 2725
Offset: -48,80 Offset: -48,80
idle-welding: DATA production-welding: DATA
Start: 4614 Start: 4614
Length: 30 Length: 30
Offset: -48,80 Offset: -48,80
@@ -1090,7 +1090,7 @@ lighth:
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 2835 Start: 2835
Offset: -48,64 Offset: -48,64
idle-welding: DATA production-welding: DATA
Start: 4644 Start: 4644
Length: 30 Length: 30
Offset: -48,64 Offset: -48,64
@@ -1139,7 +1139,7 @@ heavyh:
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 2680 Start: 2680
Offset: -48,80 Offset: -48,80
idle-welding: DATA production-welding: DATA
Start: 4674 Start: 4674
Length: 47 Length: 47
Offset: -48,80 Offset: -48,80
@@ -1406,7 +1406,7 @@ hightecho:
damaged-idle: DATA damaged-idle: DATA
Start: 2885 Start: 2885
Offset: -48,80 Offset: -48,80
idle-welding: DATA production-welding: DATA
Start: 4614 Start: 4614
Length: 30 Length: 30
Offset: -48,80 Offset: -48,80
@@ -1483,7 +1483,7 @@ lighto:
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 2995 Start: 2995
Offset: -48,64 Offset: -48,64
idle-welding: DATA production-welding: DATA
Start: 4644 Start: 4644
Length: 30 Length: 30
Offset: -48,64 Offset: -48,64
@@ -1532,7 +1532,7 @@ heavyo:
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 2840 Start: 2840
Offset: -48,80 Offset: -48,80
idle-welding: DATA production-welding: DATA
Start: 4674 Start: 4674
Length: 47 Length: 47
Offset: -48,80 Offset: -48,80
@@ -1647,7 +1647,7 @@ heavyc: # TODO: unused
damaged-idle-top: DATA damaged-idle-top: DATA
Start: 3003 Start: 3003
Offset: -48,64 Offset: -48,64
idle-welding: DATA production-welding: DATA
Start: 4674 Start: 4674
Length: 47 Length: 47
Offset: -48,80 Offset: -48,80