Files
OpenRA/OpenRA.Mods.RA/Buildings/Bib.cs
Pavlos Touboulidis b560268495 Change animations to use the proper SequenceProvider
Remove references to the global "Game" and use the SequenceProvider
of the current world/map.
2014-05-17 14:33:16 +03:00

84 lines
2.4 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2013 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 System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
public class BibInfo : ITraitInfo, Requires<BuildingInfo>, Requires<RenderSpritesInfo>
{
public readonly string Sequence = "bib";
public readonly string Palette = "terrain";
public readonly bool HasMinibib = false;
public object Create(ActorInitializer init) { return new Bib(init.self, this); }
}
public class Bib : IRender, INotifyAddedToWorld
{
readonly BibInfo info;
List<AnimationWithOffset> tiles;
public Bib(Actor self, BibInfo info)
{
this.info = info;
}
public void AddedToWorld(Actor self)
{
var rs = self.Trait<RenderSprites>();
var building = self.Info.Traits.Get<BuildingInfo>();
var width = building.Dimensions.X;
var bibOffset = building.Dimensions.Y - 1;
var centerOffset = FootprintUtils.CenterOffset(building);
var location = self.Location;
tiles = new List<AnimationWithOffset>();
int rows = 2;
if (info.HasMinibib)
rows = 1;
for (var i = 0; i < rows * width; i++)
{
var index = i;
var anim = new Animation(self.World, rs.GetImage(self));
var cellOffset = new CVec(i % width, i / width + bibOffset);
// Some mods may define terrain-specific bibs
var terrain = self.World.GetTerrainType(location + cellOffset);
var testSequence = info.Sequence + "-" + terrain;
var sequence = anim.HasSequence(testSequence) ? testSequence : info.Sequence;
anim.PlayFetchIndex(sequence, () => index);
anim.IsDecoration = true;
// Z-order is one set to the top of the footprint
var offset = cellOffset.ToWVec() - centerOffset;
tiles.Add(new AnimationWithOffset(anim, () => offset, null, -(offset.Y + centerOffset.Y + 512)));
}
}
bool paletteInitialized;
PaletteReference palette;
public virtual IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
if (!paletteInitialized)
{
palette = wr.Palette(info.Palette);
paletteInitialized = true;
}
return tiles.SelectMany(t => t.Render(self, wr, palette, 1f));
}
}
}