#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.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Mods.RA.Buildings; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA.Render { [Desc("Renders a decorative animation on units and buildings.")] public class WithIdleOverlayInfo : ITraitInfo, IRenderActorPreviewSpritesInfo, Requires, Requires { [Desc("Sequence name to use")] public readonly string Sequence = "idle-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 readonly bool PauseOnLowPower = false; public object Create(ActorInitializer init) { return new WithIdleOverlay(init.self, this); } public IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) { var body = init.Actor.Traits.Get(); var facing = init.Contains() ? init.Get() : 0; var anim = new Animation(init.World, image, () => facing); anim.PlayRepeating(Sequence); var orientation = body.QuantizeOrientation(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)), facings); var offset = body.LocalToWorld(Offset.Rotate(orientation)); yield return new SpriteActorPreview(anim, offset, offset.Y + offset.Z + 1, p, rs.Scale); } } public class WithIdleOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform { Animation overlay; bool buildComplete; public WithIdleOverlay(Actor self, WithIdleOverlayInfo info) { var rs = self.Trait(); var body = self.Trait(); var disabled = self.TraitsImplementing(); buildComplete = !self.HasTrait(); // always render instantly for units overlay = new Animation(self.World, rs.GetImage(self)); overlay.PlayRepeating(info.Sequence); rs.Add("idle_overlay_{0}".F(info.Sequence), new AnimationWithOffset(overlay, () => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))), () => !buildComplete, () => info.PauseOnLowPower && disabled.Any(d => d.Disabled), p => WithTurret.ZOffsetFromCenter(self, p, 1)), info.Palette, info.IsPlayerPalette); } public void BuildingComplete(Actor self) { buildComplete = true; } public void Sold(Actor self) { } public void Selling(Actor self) { buildComplete = false; } public void BeforeTransform(Actor self) { buildComplete = false; } public void OnTransform(Actor self) { } public void AfterTransform(Actor self) { } public void DamageStateChanged(Actor self, AttackInfo e) { overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name)); } } }