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