#region Copyright & License Information /* * Copyright 2007-2018 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Render overlay that varies the animation frame based on the AttackCharges trait's charge level.")] class WithChargeOverlayInfo : ITraitInfo, Requires, Requires { [SequenceReference] [Desc("Sequence to use for the charge levels.")] public readonly string Sequence = "active"; [Desc("Custom palette name")] [PaletteReference("IsPlayerPalette")] public readonly string Palette = null; [Desc("Custom palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; public object Create(ActorInitializer init) { return new WithChargeOverlay(init.Self, this); } } class WithChargeOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged { readonly WithChargeOverlayInfo info; readonly Animation overlay; readonly RenderSprites rs; readonly WithSpriteBody wsb; bool buildComplete; public WithChargeOverlay(Actor self, WithChargeOverlayInfo info) { this.info = info; rs = self.Trait(); wsb = self.Trait(); var attackCharges = self.Trait(); var attackChargesInfo = (AttackChargesInfo)attackCharges.Info; overlay = new Animation(self.World, rs.GetImage(self)); overlay.PlayFetchIndex(wsb.NormalizeSequence(self, info.Sequence), () => int2.Lerp(0, overlay.CurrentSequence.Length, attackCharges.ChargeLevel, attackChargesInfo.ChargeLevel + 1)); rs.Add(new AnimationWithOffset(overlay, null, () => !buildComplete, 1024), info.Palette, info.IsPlayerPalette); } void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, info.Sequence)); } void INotifySold.Selling(Actor self) { buildComplete = false; } void INotifySold.Sold(Actor self) { } } }