67 lines
2.3 KiB
C#
67 lines
2.3 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 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("Rendered when the actor constructed a building.")]
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public class WithBuildingPlacedOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "crane-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 override object Create(ActorInitializer init) { return new WithBuildingPlacedOverlay(init.Self, this); }
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}
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public class WithBuildingPlacedOverlay : ConditionalTrait<WithBuildingPlacedOverlayInfo>, INotifyDamageStateChanged, INotifyBuildingPlaced
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{
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readonly Animation overlay;
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bool visible;
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public WithBuildingPlacedOverlay(Actor self, WithBuildingPlacedOverlayInfo info)
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: base(info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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overlay = new Animation(self.World, rs.GetImage(self));
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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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() => !visible || IsTraitDisabled);
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overlay.PlayThen(info.Sequence, () => visible = false);
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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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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void INotifyBuildingPlaced.BuildingPlaced(Actor self)
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{
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visible = true;
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overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
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}
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}
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} |