Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithRepairOverlay.cs
RoosterDragon 082ea6ba73 Refactor animation classes.
Specify pause function in constructors of Animation if required, and remove the unused pause function from AnimationWithOffset.

Cleanup Animation.cs and reduce code duplication.
2015-12-05 16:58:26 +00:00

85 lines
2.6 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.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays an overlay when the building is being repaired by the player.")]
public class WithRepairOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Custom palette name")]
[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public readonly bool PauseOnLowPower = false;
public object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
}
public class WithRepairOverlay : INotifyDamageStateChanged, INotifyBuildComplete, INotifySold, INotifyRepair
{
readonly Animation overlay;
bool buildComplete;
bool visible;
public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self),
() => info.PauseOnLowPower && self.IsDisabled());
overlay.PlayThen(info.Sequence, () => visible = false);
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !visible || !buildComplete,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
public void BuildingComplete(Actor self)
{
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
buildComplete = true)));
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
public void Repairing(Actor self, Actor host)
{
visible = true;
overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
}
}
}