#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.Traits; namespace OpenRA.Mods.Common.Traits.Render { // TODO: Refactor this trait into WithResupplyOverlay [Desc("Displays an overlay when the building is being repaired by the player.")] public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires, Requires { [SequenceReference("Image")] [Desc("Sequence to use upon repair beginning.")] public readonly string StartSequence = null; [SequenceReference] [Desc("Sequence name to play once during repair intervals or repeatedly if a start sequence is set.")] public readonly string Sequence = "active"; [SequenceReference("Image")] [Desc("Sequence to use after repairing has finished.")] public readonly string EndSequence = null; [Desc("Position relative to body")] public readonly WVec Offset = WVec.Zero; [PaletteReference("IsPlayerPalette")] [Desc("Custom palette name")] public readonly string Palette = null; [Desc("Custom palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; public override object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); } } public class WithRepairOverlay : PausableConditionalTrait, INotifyDamageStateChanged, INotifyResupply { readonly Animation overlay; bool visible; bool repairing; public WithRepairOverlay(Actor self, WithRepairOverlayInfo info) : base(info) { var rs = self.Trait(); var body = self.Trait(); overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused); overlay.PlayThen(info.Sequence, () => visible = false); var anim = new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => IsTraitDisabled || !visible, p => RenderUtils.ZOffsetFromCenter(self, p, 1)); rs.Add(anim, info.Palette, info.IsPlayerPalette); } void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); } void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types) { repairing = types.HasFlag(ResupplyType.Repair); if (!repairing) return; if (Info.StartSequence != null) { visible = true; overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.StartSequence), () => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.Sequence))); } } void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types) { var wasRepairing = repairing; repairing = types.HasFlag(ResupplyType.Repair); if (repairing && Info.StartSequence == null && !visible) { visible = true; overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false); } if (!repairing && wasRepairing && Info.EndSequence != null) { visible = true; overlay.PlayThen(Info.EndSequence, () => visible = false); } } } }