Files
OpenRA/OpenRA.Mods.RA/Render/RenderBuildingWall.cs
RoosterDragon b733465f33 General uncontroversial cleanup:
- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.
2014-05-23 15:50:54 +01:00

102 lines
2.6 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 System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderBuildingWallInfo : RenderBuildingInfo
{
public readonly string Type = "wall";
public readonly string Sequence = "idle";
public override object Create(ActorInitializer init) { return new RenderBuildingWall(init, this); }
}
class RenderBuildingWall : RenderBuilding, INotifyBuildComplete, INotifyAddedToWorld, INotifyRemovedFromWorld
{
readonly RenderBuildingWallInfo info;
int adjacent = 0;
bool dirty = true;
public RenderBuildingWall(ActorInitializer init, RenderBuildingWallInfo info)
: base(init, info)
{
this.info = info;
}
public void BuildingComplete(Actor self)
{
DefaultAnimation.PlayFetchIndex(info.Sequence, () => adjacent);
}
public override void DamageStateChanged(Actor self, AttackInfo e)
{
DefaultAnimation.PlayFetchIndex(NormalizeSequence(DefaultAnimation, e.DamageState, info.Sequence), () => adjacent);
}
public override void Tick(Actor self)
{
base.Tick(self);
if (!dirty)
return;
// Update connection to neighbours
var vec = new CVec(1, 1);
var adjacentActors = self.World.FindActorsInBox(self.Location - vec, self.Location + vec);
adjacent = 0;
foreach (var a in adjacentActors)
{
var rb = a.TraitOrDefault<RenderBuildingWall>();
if (rb == null || rb.info.Type != info.Type)
continue;
var location = self.Location;
var otherLocation = a.Location;
if (otherLocation == location + new CVec(0, -1))
adjacent |= 1;
else if (otherLocation == location + new CVec(+1, 0))
adjacent |= 2;
else if (otherLocation == location + new CVec(0, +1))
adjacent |= 4;
else if (otherLocation == location + new CVec(-1, 0))
adjacent |= 8;
}
dirty = false;
}
static void UpdateNeighbours(Actor self)
{
var vec = new CVec(1, 1);
var neighbours = self.World.FindActorsInBox(self.Location - vec, self.Location + vec)
.Select(a => a.TraitOrDefault<RenderBuildingWall>())
.Where(a => a != null);
foreach (var rb in neighbours)
rb.dirty = true;
}
public void AddedToWorld(Actor self)
{
UpdateNeighbours(self);
}
public void RemovedFromWorld(Actor self)
{
UpdateNeighbours(self);
}
}
}