Files
OpenRA/OpenRA.Mods.D2k/Traits/Render/WithCrumbleOverlay.cs
Taryn Hill 4ed53c5952 Simplify return statements.
Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00

58 lines
1.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Rendered together with the \"make\" animation.")]
public class WithCrumbleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "crumble-overlay";
[Desc("Custom palette name")]
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 WithCrumbleOverlay(init, this); }
}
public class WithCrumbleOverlay : INotifyBuildComplete
{
bool buildComplete = false;
public WithCrumbleOverlay(ActorInitializer init, WithCrumbleOverlayInfo info)
{
if (init.Contains<SkipMakeAnimsInit>())
return;
var key = "make_overlay_{0}".F(info.Sequence);
var rs = init.Self.Trait<RenderSprites>();
var overlay = new Animation(init.World, rs.GetImage(init.Self));
// Remove the animation once it is complete
overlay.PlayThen(info.Sequence, () => init.World.AddFrameEndTask(w => rs.Remove(key)));
rs.Add(key, new AnimationWithOffset(overlay, null, () => !buildComplete),
info.Palette, info.IsPlayerPalette);
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
}
}