Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithHarvesterPipsDecoration.cs
Paul Chote ac200f6173 Rework decoration renderable traits:
- Removed implicit pip definitions and IPips interface.
  New decoration traits have been added to render them.
  Pip types are no longer hardcoded in OpenRA.Game.

- Decoration rendering is now managed by SelectionDecorations(Base),
  which allows us to remove assumptions about the selection box
  geometry from the decoration traits.

- RenderNameTag has been replaced by WithNameTagDecoration, which is
  an otherwise normal decoration trait.

- Unify the configuration and reduce duplication between traits.

- Removed hardcoded references to specific selection box renderables.

- Remove legacy cruft.
2020-03-24 00:07:10 -05:00

100 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public class WithHarvesterPipsDecorationInfo : WithDecorationBaseInfo, Requires<HarvesterInfo>
{
[FieldLoader.Require]
[Desc("Number of pips to display how filled unit is.")]
public readonly int PipCount = 0;
[Desc("If non-zero, override the spacing between adjacent pips.")]
public readonly int2 PipStride = int2.Zero;
[Desc("Image that defines the pip sequences.")]
public readonly string Image = "pips";
[SequenceReference("Image")]
[Desc("Sequence used for empty pips.")]
public readonly string EmptySequence = "pip-empty";
[SequenceReference("Image")]
[Desc("Sequence used for full pips that aren't defined in ResourceSequences.")]
public readonly string FullSequence = "pip-green";
// TODO: [SequenceReference] isn't smart enough to use Dictionaries.
[Desc("Pip sequence to use for specific resource types.")]
public readonly Dictionary<string, string> ResourceSequences = new Dictionary<string, string>();
[PaletteReference]
public readonly string Palette = "chrome";
public override object Create(ActorInitializer init) { return new WithHarvesterPipsDecoration(init.Self, this); }
}
public class WithHarvesterPipsDecoration : WithDecorationBase<WithHarvesterPipsDecorationInfo>
{
readonly Harvester harvester;
readonly Animation pips;
public WithHarvesterPipsDecoration(Actor self, WithHarvesterPipsDecorationInfo info)
: base(self, info)
{
harvester = self.Trait<Harvester>();
pips = new Animation(self.World, info.Image);
}
string GetPipSequence(int i)
{
var n = i * harvester.Info.Capacity / Info.PipCount;
string sequence;
foreach (var rt in harvester.Contents)
{
if (n < rt.Value)
{
if (!Info.ResourceSequences.TryGetValue(rt.Key.Type, out sequence))
sequence = Info.FullSequence;
return sequence;
}
n -= rt.Value;
}
return Info.EmptySequence;
}
protected override IEnumerable<IRenderable> RenderDecoration(Actor self, WorldRenderer wr, int2 screenPos)
{
pips.PlayRepeating(Info.EmptySequence);
var palette = wr.Palette(Info.Palette);
var pipSize = pips.Image.Size.XY.ToInt2();
var pipStride = Info.PipStride != int2.Zero ? Info.PipStride : new int2(pipSize.X, 0);
screenPos -= pipSize / 2;
for (var i = 0; i < Info.PipCount; i++)
{
pips.PlayRepeating(GetPipSequence(i));
yield return new UISpriteRenderable(pips.Image, self.CenterPosition, screenPos, 0, palette, 1f);
screenPos += pipStride;
}
}
}
}