Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/SequencePlaceBuildingPreview.cs
2022-04-01 23:30:26 +02:00

95 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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 System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Creates a building placement preview based on a defined sequence.")]
public class SequencePlaceBuildingPreviewInfo : FootprintPlaceBuildingPreviewInfo, Requires<RenderSpritesInfo>
{
[SequenceReference]
[Desc("Sequence name to use.")]
public readonly string Sequence = "idle";
[Desc("Custom opacity to apply to the sequence sprite.")]
public readonly float SequenceAlpha = 1f;
[Desc("Footprint types to draw underneath the actor preview.")]
public readonly PlaceBuildingCellType FootprintUnderPreview = PlaceBuildingCellType.Valid | PlaceBuildingCellType.LineBuild;
[Desc("Footprint types to draw above the actor preview.")]
public readonly PlaceBuildingCellType FootprintOverPreview = PlaceBuildingCellType.Invalid;
protected override IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
{
return new SequencePlaceBuildingPreviewPreview(wr, ai, this, init);
}
public override object Create(ActorInitializer init)
{
return new SequencePlaceBuildingPreview();
}
}
public class SequencePlaceBuildingPreview { }
class SequencePlaceBuildingPreviewPreview : FootprintPlaceBuildingPreviewPreview
{
readonly SequencePlaceBuildingPreviewInfo info;
readonly Animation preview;
readonly PaletteReference palette;
public SequencePlaceBuildingPreviewPreview(WorldRenderer wr, ActorInfo ai, SequencePlaceBuildingPreviewInfo info, TypeDictionary init)
: base(wr, ai, info)
{
this.info = info;
var ownerName = init.Get<OwnerInit>().InternalName;
var faction = init.Get<FactionInit>().Value;
var rsi = ai.TraitInfo<RenderSpritesInfo>();
palette = wr.Palette(rsi.Palette ?? rsi.PlayerPalette + ownerName);
preview = new Animation(wr.World, rsi.GetImage(ai, faction));
preview.PlayRepeating(info.Sequence);
}
protected override void TickInner()
{
preview.Tick();
}
protected override IEnumerable<IRenderable> RenderInner(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint)
{
if (info.FootprintUnderPreview != PlaceBuildingCellType.None)
foreach (var r in RenderFootprint(wr, topLeft, footprint, info.FootprintUnderPreview))
yield return r;
var centerPosition = wr.World.Map.CenterOfCell(topLeft) + CenterOffset;
foreach (var r in preview.Render(centerPosition, WVec.Zero, 0, palette))
{
if (info.SequenceAlpha < 1f && r is IModifyableRenderable mr)
yield return mr.WithAlpha(mr.Alpha * info.SequenceAlpha);
else
yield return r;
}
if (info.FootprintOverPreview != PlaceBuildingCellType.None)
foreach (var r in RenderFootprint(wr, topLeft, footprint, info.FootprintOverPreview))
yield return r;
}
}
}