95 lines
3.3 KiB
C#
95 lines
3.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Creates a building placement preview based on a defined sequence.")]
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public class SequencePlaceBuildingPreviewInfo : FootprintPlaceBuildingPreviewInfo, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use.")]
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public readonly string Sequence = "idle";
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[Desc("Custom opacity to apply to the sequence sprite.")]
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public readonly float SequenceAlpha = 1f;
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[Desc("Footprint types to draw underneath the actor preview.")]
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public readonly PlaceBuildingCellType FootprintUnderPreview = PlaceBuildingCellType.Valid | PlaceBuildingCellType.LineBuild;
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[Desc("Footprint types to draw above the actor preview.")]
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public readonly PlaceBuildingCellType FootprintOverPreview = PlaceBuildingCellType.Invalid;
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protected override IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
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{
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return new SequencePlaceBuildingPreviewPreview(wr, ai, this, init);
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}
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public override object Create(ActorInitializer init)
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{
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return new SequencePlaceBuildingPreview();
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}
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}
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public class SequencePlaceBuildingPreview { }
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class SequencePlaceBuildingPreviewPreview : FootprintPlaceBuildingPreviewPreview
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{
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readonly SequencePlaceBuildingPreviewInfo info;
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readonly Animation preview;
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readonly PaletteReference palette;
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public SequencePlaceBuildingPreviewPreview(WorldRenderer wr, ActorInfo ai, SequencePlaceBuildingPreviewInfo info, TypeDictionary init)
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: base(wr, ai, info, init)
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{
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this.info = info;
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var ownerName = init.Get<OwnerInit>().InternalName;
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var faction = init.Get<FactionInit>().Value;
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var rsi = ai.TraitInfo<RenderSpritesInfo>();
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palette = wr.Palette(rsi.Palette ?? rsi.PlayerPalette + ownerName);
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preview = new Animation(wr.World, rsi.GetImage(ai, wr.World.Map.Rules.Sequences, faction));
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preview.PlayRepeating(info.Sequence);
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}
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protected override void TickInner()
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{
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preview.Tick();
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}
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protected override IEnumerable<IRenderable> RenderInner(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint)
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{
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if (info.FootprintUnderPreview != PlaceBuildingCellType.None)
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foreach (var r in RenderFootprint(wr, topLeft, footprint, info.FootprintUnderPreview))
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yield return r;
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var centerPosition = wr.World.Map.CenterOfCell(topLeft) + centerOffset;
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foreach (var r in preview.Render(centerPosition, WVec.Zero, 0, palette))
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{
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if (info.SequenceAlpha < 1f && r is IModifyableRenderable mr)
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yield return mr.WithAlpha(mr.Alpha * info.SequenceAlpha);
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else
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yield return r;
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}
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if (info.FootprintOverPreview != PlaceBuildingCellType.None)
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foreach (var r in RenderFootprint(wr, topLeft, footprint, info.FootprintOverPreview))
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yield return r;
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}
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}
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}
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