#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 System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { public class WithAmmoPipsDecorationInfo : WithDecorationBaseInfo, Requires { [Desc("Number of pips to display. Defaults to the sum of the enabled AmmoPool.Ammo.")] public readonly int PipCount = -1; [Desc("If non-zero, override the spacing between adjacent pips.")] public readonly int2 PipStride = int2.Zero; [Desc("Image that defines the pip sequences.")] public readonly string Image = "pips"; [SequenceReference(nameof(Image))] [Desc("Sequence used for empty pips.")] public readonly string EmptySequence = "pip-empty"; [SequenceReference(nameof(Image))] [Desc("Sequence used for full pips.")] public readonly string FullSequence = "pip-green"; [PaletteReference] public readonly string Palette = "chrome"; public override object Create(ActorInitializer init) { return new WithAmmoPipsDecoration(init.Self, this); } } public class WithAmmoPipsDecoration : WithDecorationBase { readonly AmmoPool[] ammo; readonly Animation pips; public WithAmmoPipsDecoration(Actor self, WithAmmoPipsDecorationInfo info) : base(self, info) { ammo = self.TraitsImplementing().ToArray(); pips = new Animation(self.World, info.Image); } protected override IEnumerable RenderDecoration(Actor self, WorldRenderer wr, int2 screenPos) { pips.PlayRepeating(Info.EmptySequence); var palette = wr.Palette(Info.Palette); var pipSize = pips.Image.Size.XY.ToInt2(); var pipStride = Info.PipStride != int2.Zero ? Info.PipStride : new int2(pipSize.X, 0); screenPos -= pipSize / 2; var currentAmmo = 0; var totalAmmo = 0; foreach (var a in ammo) { currentAmmo += a.CurrentAmmoCount; totalAmmo += a.Info.Ammo; } var pipCount = Info.PipCount > 0 ? Info.PipCount : totalAmmo; for (var i = 0; i < pipCount; i++) { pips.PlayRepeating(currentAmmo * pipCount > i * totalAmmo ? Info.FullSequence : Info.EmptySequence); yield return new UISpriteRenderable(pips.Image, self.CenterPosition, screenPos, 0, palette, 1f); screenPos += pipStride; } } } }