Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithDockingOverlay.cs
2015-06-20 22:22:59 +02:00

82 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Rendered when a harvester is docked.")]
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "docking-overlay";
[Desc("Position relative to body")]
public readonly WVec Offset = WVec.Zero;
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithDockingOverlay(init.Self, this); }
}
public class WithDockingOverlay : INotifyDocking, INotifyBuildComplete, INotifySold
{
readonly WithDockingOverlayInfo info;
readonly AnimationWithOffset anim;
bool buildComplete;
bool docked;
public WithDockingOverlay(Actor self, WithDockingOverlayInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
var overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
anim = new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !buildComplete);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
void PlayDockingOverlay()
{
if (docked)
anim.Animation.PlayThen(info.Sequence, PlayDockingOverlay);
}
public void BuildingComplete(Actor self)
{
self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
buildComplete = true)));
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void Docked(Actor self, Actor harvester) { docked = true; PlayDockingOverlay(); }
public void Undocked(Actor self, Actor harvester) { docked = false; }
}
}