Files
OpenRA/OpenRA.Mods.Cnc/Traits/Render/WithDockingOverlay.cs
2019-05-24 10:47:57 +02:00

62 lines
2.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
[Desc("Rendered on the refinery when a voxel harvester is docking and undocking.")]
public class WithDockingOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[SequenceReference]
[Desc("Sequence name to use")]
public readonly string Sequence = "unload-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[PaletteReference("IsPlayerPalette")]
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
}
public class WithDockingOverlay : PausableConditionalTrait<WithDockingOverlayInfo>
{
public readonly AnimationWithOffset WithOffset;
public bool Visible;
public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
var overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
overlay.Play(info.Sequence);
WithOffset = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !Visible || IsTraitDisabled);
rs.Add(WithOffset, info.Palette, info.IsPlayerPalette);
}
}
}