Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithBuildingPlacedOverlay.cs

67 lines
2.3 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("Rendered when the actor constructed a building.")]
public class WithBuildingPlacedOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "crane-overlay";
[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 WithBuildingPlacedOverlay(init.Self, this); }
}
public class WithBuildingPlacedOverlay : ConditionalTrait<WithBuildingPlacedOverlayInfo>, INotifyDamageStateChanged, INotifyBuildingPlaced
{
readonly Animation overlay;
bool visible;
public WithBuildingPlacedOverlay(Actor self, WithBuildingPlacedOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
overlay = new Animation(self.World, rs.GetImage(self));
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !visible || IsTraitDisabled);
overlay.PlayThen(info.Sequence, () => visible = false);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
void INotifyBuildingPlaced.BuildingPlaced(Actor self)
{
visible = true;
overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
}
}
}