Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithProductionDoorOverlay.cs
2024-07-29 21:56:36 +02:00

88 lines
3.1 KiB
C#

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