88 lines
3.1 KiB
C#
88 lines
3.1 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.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("Play an animation when a unit exits or blocks the exit after production finished.")]
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sealed class WithProductionDoorOverlayInfo : ConditionalTraitInfo,
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IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>, Requires<BuildingInfo>
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{
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[SequenceReference]
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public readonly string Sequence = "build-door";
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public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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var bi = init.Actor.TraitInfo<BuildingInfo>();
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var offset = bi.CenterOffset(init.World).Y + 512; // Additional 512 units move from center -> top of cell
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => offset, p);
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}
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public override object Create(ActorInitializer init) { return new WithProductionDoorOverlay(init.Self, this); }
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}
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sealed class WithProductionDoorOverlay : ConditionalTrait<WithProductionDoorOverlayInfo>, ITick, INotifyProduction, INotifyDamageStateChanged
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{
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readonly Animation door;
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int desiredFrame;
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CPos openExit;
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Actor exitingActor;
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public WithProductionDoorOverlay(Actor self, WithProductionDoorOverlayInfo info)
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: base(info)
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{
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var renderSprites = self.Trait<RenderSprites>();
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door = new Animation(self.World, renderSprites.GetImage(self));
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door.PlayFetchDirection(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence),
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() => desiredFrame - door.CurrentFrame);
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var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
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var offset = buildingInfo.CenterOffset(self.World).Y + 512;
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renderSprites.Add(new AnimationWithOffset(door, null, () => IsTraitDisabled, offset));
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}
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void ITick.Tick(Actor self)
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{
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if (exitingActor == null)
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return;
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if (!exitingActor.IsInWorld || exitingActor.Location != openExit
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|| (!exitingActor.CurrentActivity?.ActivitiesImplementing<Mobile.ReturnToCellActivity>().Any() ?? true))
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{
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desiredFrame = 0;
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exitingActor = null;
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}
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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if (door.CurrentSequence != null)
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door.ReplaceAnim(RenderSprites.NormalizeSequence(door, e.DamageState, door.CurrentSequence.Name));
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}
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void INotifyProduction.UnitProduced(Actor self, Actor other, CPos exit)
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{
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openExit = exit;
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exitingActor = other;
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desiredFrame = door.CurrentSequence.Length - 1;
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}
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}
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}
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