Files
OpenRA/OpenRA.Mods.RA/Render/RenderBuilding.cs
penev92 09350528fd Moving renders
Remove Traits.Render
2014-12-09 01:29:25 +02:00

96 lines
2.9 KiB
C#
Executable File

#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 System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class RenderBuildingInfo : RenderSimpleInfo, Requires<BuildingInfo>, IPlaceBuildingDecoration
{
public readonly bool PauseOnLowPower = false;
public override object Create(ActorInitializer init) { return new RenderBuilding(init, this);}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
if (!ai.Traits.Get<BuildingInfo>().RequiresBaseProvider)
yield break;
foreach (var a in w.ActorsWithTrait<BaseProvider>())
foreach (var r in a.Trait.RenderAfterWorld(wr))
yield return r;
}
}
public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, INotifyBuildComplete
{
RenderBuildingInfo info;
public RenderBuilding(ActorInitializer init, RenderBuildingInfo info)
: this(init, info, () => 0) { }
public RenderBuilding(ActorInitializer init, RenderBuildingInfo info, Func<int> baseFacing)
: base(init.self, baseFacing)
{
var self = init.self;
this.info = info;
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
}
public virtual void BuildingComplete(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
if (info.PauseOnLowPower)
{
var disabled = self.TraitsImplementing<IDisable>();
DefaultAnimation.Paused = () => disabled.Any(d => d.Disabled)
&& DefaultAnimation.CurrentSequence.Name == NormalizeSequence(self, "idle");
}
}
public void PlayCustomAnimThen(Actor self, string name, Action a)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name),
() => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
}
public void PlayCustomAnimRepeating(Actor self, string name)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name),
() => PlayCustomAnimRepeating(self, name));
}
public void PlayCustomAnimBackwards(Actor self, string name, Action a)
{
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name),
() => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
}
public void CancelCustomAnim(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
}
public virtual void DamageStateChanged(Actor self, AttackInfo e)
{
if (DefaultAnimation.CurrentSequence != null)
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
}
}
}