Files
OpenRA/OpenRA.Mods.RA/Render/RenderBuildingWarFactory.cs

96 lines
2.8 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderWarFactoryInfo : RenderBuildingInfo
{
public override object Create(ActorInitializer init) { return new RenderWarFactory( init, this ); }
/* get around unverifiability */
IEnumerable<Renderable> BaseBuildingPreview(ActorInfo building, string tileset)
{
return base.RenderPreview(building, tileset);
}
public override IEnumerable<Renderable> RenderPreview(ActorInfo building, string Tileset)
{
foreach (var r in BaseBuildingPreview(building, Tileset))
yield return r;
var anim = new Animation(RenderSimple.GetImage(building, Tileset), () => 0);
anim.PlayRepeating("idle-top");
var rb = building.Traits.Get<RenderBuildingInfo>();
yield return new Renderable(anim.Image, rb.Origin + 0.5f*anim.Image.size*(1 - Scale), rb.Palette, 0, Scale);
}
}
class RenderWarFactory : RenderBuilding, INotifyBuildComplete, ITick, INotifyProduction, INotifySold, ISync
{
public Animation roof;
[Sync]
bool isOpen;
[Sync]
int2 openExit;
public RenderWarFactory(ActorInitializer init, RenderBuildingInfo info)
: base(init, info)
{
roof = new Animation(GetImage(init.self));
}
public void BuildingComplete( Actor self )
{
roof.Play(NormalizeSequence(self,
self.GetDamageState() > DamageState.Heavy ? "damaged-idle-top" : "idle-top"));
self.Trait<RenderSimple>().anims.Add( "roof", new RenderSimple.AnimationWithOffset( roof ) { ZOffset = 24 } );
}
public override void Tick(Actor self)
{
base.Tick(self);
if (isOpen && !self.World.WorldActor.Trait<UnitInfluence>()
.GetUnitsAt(openExit).Any( a => a != self ))
{
isOpen = false;
roof.PlayBackwardsThen(NormalizeSequence(self, "build-top"), () => roof.Play(NormalizeSequence(self, "idle-top")));
}
}
public override void DamageStateChanged(Actor self, AttackInfo e)
{
if (roof.CurrentSequence != null)
{
if (e.DamageState >= DamageState.Heavy)
roof.ReplaceAnim("damaged-" + roof.CurrentSequence.Name);
else
roof.ReplaceAnim(roof.CurrentSequence.Name.Replace("damaged-", ""));
}
}
public void UnitProduced(Actor self, Actor other, int2 exit)
{
roof.PlayThen(NormalizeSequence(self, "build-top"), () => { isOpen = true; openExit = exit; });
}
public void Selling(Actor self)
{
self.Trait<RenderSimple>().anims.Remove("roof");
}
public void Sold(Actor self) { }
}
}