Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithDockedOverlay.cs

68 lines
2.1 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 OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Rendered when a harvester is docked.")]
public class WithDockedOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[SequenceReference]
[Desc("Sequence name to use")]
public readonly string Sequence = "docking-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[PaletteReference("IsPlayerPalette")]
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithDockedOverlay(init.Self, this); }
}
public class WithDockedOverlay : PausableConditionalTrait<WithDockedOverlayInfo>, INotifyDocking
{
readonly AnimationWithOffset anim;
bool docked;
public WithDockedOverlay(Actor self, WithDockedOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
var overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
overlay.Play(info.Sequence);
anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !docked);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void PlayDockingOverlay()
{
if (docked)
anim.Animation.PlayThen(Info.Sequence, PlayDockingOverlay);
}
void INotifyDocking.Docked(Actor self, Actor harvester) { docked = true; PlayDockingOverlay(); }
void INotifyDocking.Undocked(Actor self, Actor harvester) { docked = false; }
}
}