121 lines
3.8 KiB
C#
121 lines
3.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders an animation when the Production trait of the actor is activated.",
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"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
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public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>, Requires<ProductionInfo>
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{
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[Desc("Queues that should be producing for this overlay to render.")]
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public readonly HashSet<string> Queues = new HashSet<string>();
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "production-overlay";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Custom palette name")]
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[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithProductionOverlay(init.Self, this); }
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}
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public class WithProductionOverlay : INotifyDamageStateChanged, INotifyCreated, INotifyBuildComplete, INotifySold, INotifyOwnerChanged
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{
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readonly WithProductionOverlayInfo info;
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readonly Animation overlay;
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readonly ProductionInfo production;
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ProductionQueue[] queues;
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bool buildComplete;
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bool IsProducing
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{
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get { return queues != null && queues.Any(q => q.Enabled && q.CurrentItem() != null && !q.CurrentPaused); }
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}
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public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
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{
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this.info = info;
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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production = self.Info.TraitInfo<ProductionInfo>();
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.PlayRepeating(info.Sequence);
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !IsProducing || !buildComplete);
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void CacheQueues(Actor self)
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{
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// Per-actor production
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queues = self.TraitsImplementing<ProductionQueue>()
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.Where(q => production.Produces.Contains(q.Info.Type))
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.Where(q => !info.Queues.Any() || info.Queues.Contains(q.Info.Type))
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.ToArray();
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if (!queues.Any())
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{
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// Player-wide production
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queues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.Where(q => production.Produces.Contains(q.Info.Type))
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.Where(q => !info.Queues.Any() || info.Queues.Contains(q.Info.Type))
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.ToArray();
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}
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}
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void INotifyCreated.Created(Actor self)
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{
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if (buildComplete)
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CacheQueues(self);
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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CacheQueues(self);
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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self.World.AddFrameEndTask(w => CacheQueues(self));
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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}
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} |