#region Copyright & License Information /* * Copyright 2007-2015 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.Linq; using OpenRA.Effects; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Displays an overlay when the building is being repaired by the player.")] public class WithRepairOverlayInfo : ITraitInfo, Requires, Requires { [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "active"; [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; public readonly bool PauseOnLowPower = false; public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); } } public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair { readonly Animation overlay; bool buildComplete; bool visible; public WithRepairOverlay(Actor self, WithRepairOverlayInfo 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), () => info.PauseOnLowPower && self.IsDisabled()); overlay.PlayThen(info.Sequence, () => visible = false); var anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => !visible || !buildComplete, p => RenderUtils.ZOffsetFromCenter(self, p, 1)); rs.Add(anim, info.Palette, info.IsPlayerPalette); } public void BuildingComplete(Actor self) { self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () => 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)); } public void Repairing(Actor self, Actor host) { visible = true; overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false); } } }