#region Copyright & License Information /* * Copyright 2007-2016 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 { [Desc("Rendered when the actor constructed a building.")] public class WithBuildingPlacedOverlayInfo : ITraitInfo, Requires, Requires { [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "crane-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; public object Create(ActorInitializer init) { return new WithBuildingPlacedOverlay(init.Self, this); } } public class WithBuildingPlacedOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged, INotifyBuildingPlaced, INotifyTransform { readonly Animation overlay; bool buildComplete; bool visible; public WithBuildingPlacedOverlay(Actor self, WithBuildingPlacedOverlayInfo 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)); var anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => !visible || !buildComplete); overlay.PlayThen(info.Sequence, () => visible = false); rs.Add(anim, info.Palette, info.IsPlayerPalette); } public void BuildingComplete(Actor self) { buildComplete = true; visible = false; } public void Sold(Actor self) { } public void Selling(Actor self) { buildComplete = false; } public void BeforeTransform(Actor self) { buildComplete = false; } public void OnTransform(Actor self) { } public void AfterTransform(Actor self) { } public void DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); } public void BuildingPlaced(Actor self) { visible = true; overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false); } } }