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

125 lines
4.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders a decorative animation on units and buildings.")]
public class WithIdleOverlayInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Animation to play when the actor is created.")]
[SequenceReference] public readonly string StartSequence = null;
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "idle-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 WithIdleOverlay(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
if (Palette != null)
p = init.WorldRenderer.Palette(Palette);
Func<int> facing;
if (init.Contains<DynamicFacingInit>())
facing = init.Get<DynamicFacingInit, Func<int>>();
else
{
var f = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
facing = () => f;
}
var anim = new Animation(init.World, image, facing);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromFacing(facing()), facings);
Func<WVec> offset = () => body.LocalToWorld(Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{
var tmpOffset = offset();
return tmpOffset.Y + tmpOffset.Z + 1;
};
yield return new SpriteActorPreview(anim, offset, zOffset, p, rs.Scale);
}
}
public class WithIdleOverlay : PausableConditionalTrait<WithIdleOverlayInfo>, INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyTransform
{
readonly Animation overlay;
bool buildComplete;
public WithIdleOverlay(Actor self, WithIdleOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused || !buildComplete);
if (info.StartSequence != null)
overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),
() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence)));
else
overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence));
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !buildComplete,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifyTransform.BeforeTransform(Actor self)
{
buildComplete = false;
}
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
}
}