#region Copyright & License Information /* * Copyright 2007-2014 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.Linq; using OpenRA.Graphics; using OpenRA.Mods.RA.Buildings; using OpenRA.Traits; namespace OpenRA.Mods.RA.Render { [Desc("Renders an animation when the Production trait of the actor is activated.", "Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")] public class WithProductionOverlayInfo : ITraitInfo, Requires, Requires { [Desc("Sequence name to use")] public readonly string Sequence = "production-overlay"; [Desc("Position relative to body")] public readonly WVec Offset = WVec.Zero; [Desc("Custom palette name")] 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 WithProductionOverlay(init.self, this); } } public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold { Animation overlay; ProductionQueue queue; bool buildComplete; bool IsProducing { get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; } } public WithProductionOverlay(Actor self, WithProductionOverlayInfo info) { var rs = self.Trait(); var body = self.Trait(); buildComplete = !self.HasTrait(); // always render instantly for units overlay = new Animation(self.World, rs.GetImage(self)); overlay.PlayRepeating(info.Sequence); rs.Add("production_overlay_{0}".F(info.Sequence), new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => !IsProducing || !buildComplete), info.Palette, info.IsPlayerPalette); } public void Tick(Actor self) { // search for the queue here once so we don't rely on order of trait initialization if (queue == null) { var production = self.TraitOrDefault(); var perBuildingQueues = self.TraitsImplementing(); queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type)); if (queue == null) { var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing(); queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type)); } if (queue == null) throw new InvalidOperationException("Can't find production queues."); } } public void BuildingComplete(Actor self) { buildComplete = true; } public void Sold(Actor self) { } public void Selling(Actor self) { buildComplete = false; } public void DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); } } }