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

97 lines
3.2 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 the building is being repaired by the player.")]
public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence to use upon repair beginning.")]
[SequenceReference("Image")] public readonly string StartSequence = null;
[Desc("Sequence name to play once during repair intervals or repeatedly if a start sequence is set.")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Sequence to use after repairing has finished.")]
[SequenceReference("Image")] public readonly string EndSequence = null;
[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 WithRepairOverlay(init.Self, this); }
}
public class WithRepairOverlay : PausableConditionalTrait<WithRepairOverlayInfo>, INotifyDamageStateChanged, INotifyRepair
{
readonly Animation overlay;
bool visible;
public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
overlay.PlayThen(info.Sequence, () => visible = false);
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !visible,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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 INotifyRepair.BeforeRepair(Actor self, Actor host)
{
if (Info.StartSequence != null)
{
visible = true;
overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.StartSequence),
() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.Sequence)));
}
}
void INotifyRepair.RepairTick(Actor self, Actor host)
{
if (Info.StartSequence == null)
{
visible = true;
overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
}
}
void INotifyRepair.AfterRepair(Actor self, Actor target)
{
if (Info.EndSequence != null)
{
visible = true;
overlay.PlayThen(Info.EndSequence, () => visible = false);
}
}
}
}