Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSupportPowerActivationOverlay.cs
2020-04-30 01:37:05 -05:00

68 lines
2.2 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("Displays an overlay when a support power is triggered.")]
public class WithSupportPowerActivationOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[SequenceReference]
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
[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 WithSupportPowerActivationOverlay(init.Self, this); }
}
public class WithSupportPowerActivationOverlay : ConditionalTrait<WithSupportPowerActivationOverlayInfo>, INotifySupportPower
{
readonly Animation overlay;
bool visible;
public WithSupportPowerActivationOverlay(Actor self, WithSupportPowerActivationOverlayInfo info)
: base(info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayThen(info.Sequence, () => visible = false);
var anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => IsTraitDisabled || !visible,
p => RenderUtils.ZOffsetFromCenter(self, p, 1));
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void INotifySupportPower.Charged(Actor self) { }
void INotifySupportPower.Activated(Actor self)
{
visible = true;
overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
}
}
}