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