Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithHarvestAnimation.cs
2014-12-26 22:10:52 +01:00

70 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays an overlay whenever resources are harvested by the actor.")]
class WithHarvestAnimationInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "harvest";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
public object Create(ActorInitializer init) { return new WithHarvestAnimation(init.self, this); }
}
class WithHarvestAnimation : INotifyHarvesterAction
{
WithHarvestAnimationInfo info;
Animation anim;
bool visible;
public WithHarvestAnimation(Actor self, WithHarvestAnimationInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
anim = new Animation(self.World, rs.GetImage(self), RenderSimple.MakeFacingFunc(self));
anim.Play(info.Sequence);
rs.Add("harvest_{0}".F(info.Sequence), new AnimationWithOffset(anim,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !visible,
() => false,
p => ZOffsetFromCenter(self, p, 0)));
}
public void Harvested(Actor self, ResourceType resource)
{
if (visible)
return;
visible = true;
anim.PlayThen(info.Sequence, () => visible = false);
}
public void MovingToResources(Actor self, CPos targetCell, Activity next) { }
public void MovingToRefinery(Actor self, CPos targetCell, Activity next) { }
public void MovementCancelled(Actor self) { }
public static int ZOffsetFromCenter(Actor self, WPos pos, int offset)
{
var delta = self.CenterPosition - pos;
return delta.Y + delta.Z + offset;
}
}
}