109 lines
3.1 KiB
C#
109 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Displays a custom animation if conditions are satisfied.")]
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public class WithDecorationInfo : UpgradableTraitInfo, ITraitInfo
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{
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[Desc("Image used for this decoration. Defaults to the actor's type.")]
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public readonly string Image = null;
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[Desc("Sequence used for this decoration (can be animated).")]
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public readonly string Sequence = null;
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[Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")]
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public readonly string Palette = "chrome";
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[Desc("Pixel offset relative to the top-left point of the actor's bounds.")]
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public readonly int2 Offset = int2.Zero;
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[Desc("The Z offset to apply when rendering this decoration.")]
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public readonly int ZOffset = 1;
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[Desc("Visual scale of the image.")]
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public readonly float Scale = 1f;
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[Desc("Should this be visible to allied players?")]
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public readonly bool ShowToAllies = true;
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[Desc("Should this be visible to enemy players?")]
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public readonly bool ShowToEnemies = false;
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public virtual object Create(ActorInitializer init) { return new WithDecoration(init.Self, this); }
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}
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public class WithDecoration : UpgradableTrait<WithDecorationInfo>, IRender
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{
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readonly WithDecorationInfo info;
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readonly string image;
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readonly Animation anim;
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public WithDecoration(Actor self, WithDecorationInfo info)
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: base(info)
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{
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this.info = info;
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image = info.Image ?? self.Info.Name;
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anim = new Animation(self.World, image);
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anim.Paused = () => self.World.Paused;
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anim.PlayRepeating(info.Sequence);
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}
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public virtual bool ShouldRender(Actor self) { return true; }
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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{
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if (IsTraitDisabled)
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yield break;
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if (self.IsDead || !self.IsInWorld)
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yield break;
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if (anim == null)
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yield break;
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var allied = self.Owner.IsAlliedWith(self.World.RenderPlayer);
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if (!allied && !info.ShowToEnemies)
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yield break;
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if (allied && !info.ShowToAllies)
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yield break;
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if (!ShouldRender(self))
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yield break;
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if (self.World.FogObscures(self))
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yield break;
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var pxPos = wr.ScreenPxPosition(self.CenterPosition);
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var actorBounds = self.Bounds;
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actorBounds.Offset(pxPos.X, pxPos.Y);
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pxPos = new int2(actorBounds.Left, actorBounds.Top);
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var img = anim.Image;
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var imgSize = img.Size.ToInt2();
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pxPos = pxPos.WithX(pxPos.X + imgSize.X / 2).WithY(pxPos.Y + imgSize.Y / 2);
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pxPos += info.Offset;
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var renderPos = wr.Position(pxPos);
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anim.Tick();
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yield return new SpriteRenderable(img, renderPos, WVec.Zero, info.ZOffset, wr.Palette(info.Palette), info.Scale, true);
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}
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}
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}
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