#region Copyright & License Information /* * Copyright 2007-2017 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 System; using System.Collections.Generic; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Renders a decorative animation on units and buildings.")] public class WithIdleOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires, Requires { [Desc("Animation to play when the actor is created.")] [SequenceReference] public readonly string StartSequence = null; [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "idle-overlay"; [Desc("Position relative to body")] public readonly WVec Offset = WVec.Zero; [Desc("Custom palette name")] [PaletteReference("IsPlayerPalette")] public readonly string Palette = null; [Desc("Custom palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; // TODO: Remove this when the buildComplete code is replaced with conditions. public readonly bool RenderBeforeBuildComplete = false; public override object Create(ActorInitializer init) { return new WithIdleOverlay(init.Self, this); } public IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) { if (!EnabledByDefault) yield break; if (Palette != null) p = init.WorldRenderer.Palette(Palette); Func facing; if (init.Contains()) facing = init.Get>(); else { var f = init.Contains() ? init.Get() : 0; facing = () => f; } var anim = new Animation(init.World, image, facing); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence)); var body = init.Actor.TraitInfo(); Func orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings); Func offset = () => body.LocalToWorld(Offset.Rotate(orientation())); Func zOffset = () => { var tmpOffset = offset(); return tmpOffset.Y + tmpOffset.Z + 1; }; yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale); } } public class WithIdleOverlay : PausableConditionalTrait, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform { readonly Animation overlay; bool buildComplete; public WithIdleOverlay(Actor self, WithIdleOverlayInfo info) : base(info) { var rs = self.Trait(); var body = self.Trait(); buildComplete = !self.Info.HasTraitInfo(); // always render instantly for units overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || (!info.RenderBeforeBuildComplete && !buildComplete)); if (info.StartSequence != null) overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence), () => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence))); else overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)); var anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => IsTraitDisabled || (!info.RenderBeforeBuildComplete && !buildComplete), p => RenderUtils.ZOffsetFromCenter(self, p, 1)); rs.Add(anim, info.Palette, info.IsPlayerPalette); } void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; } void INotifySold.Sold(Actor self) { } void INotifySold.Selling(Actor self) { buildComplete = false; } void INotifyTransform.BeforeTransform(Actor self) { buildComplete = false; } void INotifyTransform.OnTransform(Actor self) { } void INotifyTransform.AfterTransform(Actor self) { } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); } } }