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

77 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.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Displays an overlay when `NukePower` is triggered.")]
public class WithNukeLaunchOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[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 override object Create(ActorInitializer init) { return new WithNukeLaunchOverlay(init.Self, this); }
}
public class WithNukeLaunchOverlay : ConditionalTrait<WithNukeLaunchOverlayInfo>, INotifyBuildComplete, INotifySold, INotifyNuke
{
readonly Animation overlay;
bool buildComplete;
bool visible;
public WithNukeLaunchOverlay(Actor self, WithNukeLaunchOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayThen(info.Sequence, () => visible = false);
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !visible || !buildComplete,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifyNuke.Launching(Actor self)
{
visible = true;
overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
}
}
}