Files
OpenRA/OpenRA.Mods.Common/Traits/Render/ProductionBar.cs
2015-01-11 03:04:39 +01:00

80 lines
2.2 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 System;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Visualizes the remaining build time of actor produced here.")]
class ProductionBarInfo : ITraitInfo
{
[Desc("Production queue type, for actors with multiple queues.")]
public readonly string ProductionType = null;
public readonly Color Color = Color.SkyBlue;
public object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
}
class ProductionBar : ISelectionBar, ITick
{
readonly ProductionBarInfo info;
readonly Actor self;
ProductionQueue queue;
float value;
public ProductionBar(Actor self, ProductionBarInfo info)
{
this.self = self;
this.info = info;
}
public void Tick(Actor self)
{
if (queue == null)
{
var type = info.ProductionType ?? self.Trait<Production>().Info.Produces.First();
// Per-actor queue
// Note: this includes disabled queues, as each bar must bind to exactly one queue.
queue = self.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => type == null || type == q.Info.Type);
if (queue == null)
{
// No queues available - check for classic production queues
queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => type == null || type == q.Info.Type);
}
if (queue == null)
throw new InvalidOperationException("No queues available for production type '{0}'".F(type));
}
var current = queue.CurrentItem();
value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
}
public float GetValue()
{
// only people we like should see our production status.
if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
return 0;
return value;
}
public Color GetColor() { return info.Color; }
}
}