102 lines
3.2 KiB
C#
102 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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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("Renders an animation when the Production trait of the actor is activated.",
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"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
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public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "production-overlay";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithProductionOverlay(init.Self, this); }
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}
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public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold
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{
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Animation overlay;
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ProductionQueue queue;
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bool buildComplete;
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bool IsProducing
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{
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get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; }
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}
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public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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buildComplete = !self.HasTrait<Building>(); // always render instantly for units
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overlay = new Animation(self.World, rs.GetImage(self));
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overlay.PlayRepeating(info.Sequence);
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !IsProducing || !buildComplete);
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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public void Tick(Actor self)
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{
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// search for the queue here once so we don't rely on order of trait initialization
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if (queue == null)
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{
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var production = self.TraitOrDefault<Production>();
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var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
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queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
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if (queue == null)
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{
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var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
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queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
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}
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if (queue == null)
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throw new InvalidOperationException("Can't find production queues.");
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}
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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}
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} |