Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.cs
2018-01-17 00:47:34 +01:00

73 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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
{
[Desc("Render overlay that varies the animation frame based on the AttackCharges trait's charge level.")]
class WithChargeOverlayInfo : ITraitInfo, Requires<WithSpriteBodyInfo>, Requires<RenderSpritesInfo>
{
[SequenceReference]
[Desc("Sequence to use for the charge levels.")]
public readonly string Sequence = "active";
[Desc("Custom palette name")]
[PaletteReference("IsPlayerPalette")] 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 WithChargeOverlay(init.Self, this); }
}
class WithChargeOverlay : INotifyBuildComplete, INotifySold, INotifyDamageStateChanged
{
readonly WithChargeOverlayInfo info;
readonly Animation overlay;
readonly RenderSprites rs;
readonly WithSpriteBody wsb;
bool buildComplete;
public WithChargeOverlay(Actor self, WithChargeOverlayInfo info)
{
this.info = info;
rs = self.Trait<RenderSprites>();
wsb = self.Trait<WithSpriteBody>();
var attackCharges = self.Trait<AttackCharges>();
var attackChargesInfo = (AttackChargesInfo)attackCharges.Info;
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayFetchIndex(wsb.NormalizeSequence(self, info.Sequence),
() => int2.Lerp(0, overlay.CurrentSequence.Length, attackCharges.ChargeLevel, attackChargesInfo.ChargeLevel + 1));
rs.Add(new AnimationWithOffset(overlay, null, () => !buildComplete, 1024),
info.Palette, info.IsPlayerPalette);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, info.Sequence));
}
void INotifySold.Selling(Actor self) { buildComplete = false; }
void INotifySold.Sold(Actor self) { }
}
}