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OpenRA/OpenRA.Mods.Common/Traits/Render/WithResources.cs
RoosterDragon a6cda967c2 Formatted all files.
Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
2015-01-06 21:28:50 +00:00

70 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays the fill status of PlayerResources with an extra sprite overlay on the actor.")]
class WithResourcesInfo : ITraitInfo, Requires<RenderSimpleInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "resources";
public object Create(ActorInitializer init) { return new WithResources(init.Self, this); }
}
class WithResources : INotifyBuildComplete, INotifySold, INotifyOwnerChanged, INotifyDamageStateChanged
{
WithResourcesInfo info;
Animation anim;
RenderSimple rs;
PlayerResources playerResources;
bool buildComplete;
public WithResources(Actor self, WithResourcesInfo info)
{
this.info = info;
rs = self.Trait<RenderSimple>();
playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
anim = new Animation(self.World, rs.GetImage(self));
anim.PlayFetchIndex(info.Sequence,
() =>
playerResources.ResourceCapacity != 0 ?
((10 * anim.CurrentSequence.Length - 1) * playerResources.Resources) / (10 * playerResources.ResourceCapacity) :
0);
rs.Add("resources_{0}".F(info.Sequence), new AnimationWithOffset(
anim, null, () => !buildComplete, 1024));
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
if (anim.CurrentSequence != null)
anim.ReplaceAnim(rs.NormalizeSequence(self, info.Sequence));
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
}
public void Selling(Actor self) { rs.Remove("resources_{0}".F(info.Sequence)); }
public void Sold(Actor self) { }
}
}