#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; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Render trait for stationary objects that can be placed from the build palette.")] public class RenderBuildingInfo : RenderSimpleInfo, Requires, IPlaceBuildingDecoration { public readonly bool PauseOnLowPower = false; public override object Create(ActorInitializer init) { return new RenderBuilding(init, this); } public IEnumerable Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition) { if (!ai.Traits.Get().RequiresBaseProvider) yield break; foreach (var a in w.ActorsWithTrait()) foreach (var r in a.Trait.RenderAfterWorld(wr)) yield return r; } } public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, INotifyBuildComplete { RenderBuildingInfo info; public RenderBuilding(ActorInitializer init, RenderBuildingInfo info) : this(init, info, () => 0) { } public RenderBuilding(ActorInitializer init, RenderBuildingInfo info, Func baseFacing) : base(init, info, baseFacing) { var self = init.Self; this.info = info; DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)); } public virtual void BuildingComplete(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)); if (info.PauseOnLowPower) DefaultAnimation.Paused = () => self.IsDisabled() && DefaultAnimation.CurrentSequence.Name == NormalizeSequence(self, info.Sequence); } public void PlayCustomAnimThen(Actor self, string name, Action a) { DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)); a(); }); } public void PlayCustomAnimRepeating(Actor self, string name) { DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => PlayCustomAnimRepeating(self, name)); } public void PlayCustomAnimBackwards(Actor self, string name, Action a) { DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)); a(); }); } public void CancelCustomAnim(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, info.Sequence)); } public virtual void DamageStateChanged(Actor self, AttackInfo e) { if (DefaultAnimation.CurrentSequence != null) DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name)); } } }