#region Copyright & License Information /* * Copyright 2007-2020 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.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Renders an overlay when the actor is taking heavy damage.")] public class WithDamageOverlayInfo : TraitInfo, Requires { public readonly string Image = "smoke_m"; [SequenceReference("Image")] public readonly string IdleSequence = "idle"; [SequenceReference("Image")] public readonly string LoopSequence = "loop"; [SequenceReference("Image")] public readonly string EndSequence = "end"; [PaletteReference("IsPlayerPalette")] [Desc("Custom palette name.")] public readonly string Palette = null; [Desc("Custom palette is a player palette BaseName.")] public readonly bool IsPlayerPalette = false; [Desc("Damage types that this should be used for (defined on the warheads).", "Leave empty to disable all filtering.")] public readonly BitSet DamageTypes = default(BitSet); [Desc("Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.")] public readonly DamageState MinimumDamageState = DamageState.Heavy; public readonly DamageState MaximumDamageState = DamageState.Dead; public override object Create(ActorInitializer init) { return new WithDamageOverlay(init.Self, this); } } public class WithDamageOverlay : INotifyDamage { readonly WithDamageOverlayInfo info; readonly Animation anim; bool isSmoking; public WithDamageOverlay(Actor self, WithDamageOverlayInfo info) { this.info = info; var rs = self.Trait(); anim = new Animation(self.World, info.Image); rs.Add(new AnimationWithOffset(anim, null, () => !isSmoking), info.Palette, info.IsPlayerPalette); } void INotifyDamage.Damaged(Actor self, AttackInfo e) { if (!info.DamageTypes.IsEmpty && !e.Damage.DamageTypes.Overlaps(info.DamageTypes)) return; if (isSmoking) return; if (e.Damage.Value < 0) return; /* getting healed */ if (e.DamageState < info.MinimumDamageState) return; if (e.DamageState > info.MaximumDamageState) return; isSmoking = true; anim.PlayThen(info.IdleSequence, () => anim.PlayThen(info.LoopSequence, () => anim.PlayThen(info.EndSequence, () => isSmoking = false))); } } }