71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Displays the fill status of PlayerResources with an extra sprite overlay on the actor.")]
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sealed class WithResourceLevelOverlayInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "resources";
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[PaletteReference(nameof(IsPlayerPalette))]
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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 override object Create(ActorInitializer init) { return new WithResourceLevelOverlay(init.Self, this); }
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}
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sealed class WithResourceLevelOverlay : ConditionalTrait<WithResourceLevelOverlayInfo>, INotifyOwnerChanged, INotifyDamageStateChanged
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{
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readonly AnimationWithOffset anim;
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readonly RenderSprites rs;
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readonly WithSpriteBody wsb;
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PlayerResources playerResources;
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public WithResourceLevelOverlay(Actor self, WithResourceLevelOverlayInfo info)
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: base(info)
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{
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rs = self.Trait<RenderSprites>();
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wsb = self.Trait<WithSpriteBody>();
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playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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var a = new Animation(self.World, rs.GetImage(self));
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a.PlayFetchIndex(info.Sequence, () =>
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playerResources.ResourceCapacity != 0 ?
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(10 * a.CurrentSequence.Length - 1) * playerResources.Resources / (10 * playerResources.ResourceCapacity) :
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0);
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anim = new AnimationWithOffset(a, null, () => IsTraitDisabled, 1024);
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (anim.Animation.CurrentSequence != null)
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anim.Animation.ReplaceAnim(wsb.NormalizeSequence(self, Info.Sequence));
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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}
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}
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}
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