Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithDockedOverlay.cs
2016-12-31 23:46:13 -06:00

82 lines
2.5 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 OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Rendered when a harvester is docked.")]
public class WithDockedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "docking-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 object Create(ActorInitializer init) { return new WithDockedOverlay(init.Self, this); }
}
public class WithDockedOverlay : INotifyDocking, INotifyBuildComplete, INotifySold
{
readonly WithDockedOverlayInfo info;
readonly AnimationWithOffset anim;
bool buildComplete;
bool docked;
public WithDockedOverlay(Actor self, WithDockedOverlayInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
var overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete || !docked);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void PlayDockingOverlay()
{
if (docked)
anim.Animation.PlayThen(info.Sequence, PlayDockingOverlay);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifyDocking.Docked(Actor self, Actor harvester) { docked = true; PlayDockingOverlay(); }
void INotifyDocking.Undocked(Actor self, Actor harvester) { docked = false; }
}
}