Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithAmmoPipsDecoration.cs
2020-09-12 17:52:46 +02:00

84 lines
2.6 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 System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public class WithAmmoPipsDecorationInfo : WithDecorationBaseInfo, Requires<AmmoPoolInfo>
{
[Desc("Number of pips to display. Defaults to the sum of the enabled AmmoPool.Ammo.")]
public readonly int PipCount = -1;
[Desc("If non-zero, override the spacing between adjacent pips.")]
public readonly int2 PipStride = int2.Zero;
[Desc("Image that defines the pip sequences.")]
public readonly string Image = "pips";
[SequenceReference(nameof(Image))]
[Desc("Sequence used for empty pips.")]
public readonly string EmptySequence = "pip-empty";
[SequenceReference(nameof(Image))]
[Desc("Sequence used for full pips.")]
public readonly string FullSequence = "pip-green";
[PaletteReference]
public readonly string Palette = "chrome";
public override object Create(ActorInitializer init) { return new WithAmmoPipsDecoration(init.Self, this); }
}
public class WithAmmoPipsDecoration : WithDecorationBase<WithAmmoPipsDecorationInfo>
{
readonly AmmoPool[] ammo;
readonly Animation pips;
public WithAmmoPipsDecoration(Actor self, WithAmmoPipsDecorationInfo info)
: base(self, info)
{
ammo = self.TraitsImplementing<AmmoPool>().ToArray();
pips = new Animation(self.World, info.Image);
}
protected override IEnumerable<IRenderable> RenderDecoration(Actor self, WorldRenderer wr, int2 screenPos)
{
pips.PlayRepeating(Info.EmptySequence);
var palette = wr.Palette(Info.Palette);
var pipSize = pips.Image.Size.XY.ToInt2();
var pipStride = Info.PipStride != int2.Zero ? Info.PipStride : new int2(pipSize.X, 0);
screenPos -= pipSize / 2;
var currentAmmo = 0;
var totalAmmo = 0;
foreach (var a in ammo)
{
currentAmmo += a.CurrentAmmoCount;
totalAmmo += a.Info.Ammo;
}
var pipCount = Info.PipCount > 0 ? Info.PipCount : totalAmmo;
for (var i = 0; i < pipCount; i++)
{
pips.PlayRepeating(currentAmmo * pipCount > i * totalAmmo ? Info.FullSequence : Info.EmptySequence);
yield return new UISpriteRenderable(pips.Image, self.CenterPosition, screenPos, 0, palette, 1f);
screenPos += pipStride;
}
}
}
}