Files
OpenRA/OpenRA.Mods.D2k/Render/WithProductionOverlay.cs
2014-07-03 09:50:10 +02:00

102 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders an animation when the Production trait of the actor is activated.",
"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]
public readonly string Sequence = "production-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 WithProductionOverlay(init.self, this); }
}
public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold
{
Animation overlay;
ProductionQueue queue;
bool buildComplete;
bool IsProducing
{
get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; }
}
public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
{
var rs = self.Trait<RenderSprites>();
var body = self.Trait<IBodyOrientation>();
buildComplete = !self.HasTrait<Building>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.PlayRepeating(info.Sequence);
rs.Add("production_overlay_{0}".F(info.Sequence),
new AnimationWithOffset(overlay,
() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
() => !IsProducing || !buildComplete),
info.Palette, info.IsPlayerPalette);
}
public void Tick(Actor self)
{
// search for the queue here once so we don't rely on order of trait initialization
if (queue == null)
{
var production = self.TraitOrDefault<Production>();
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
if (queue == null)
{
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
}
if (queue == null)
throw new InvalidOperationException("Can't find production queues.");
}
}
public void BuildingComplete(Actor self)
{
buildComplete = true;
}
public void Sold(Actor self) { }
public void Selling(Actor self)
{
buildComplete = false;
}
public void DamageStateChanged(Actor self, AttackInfo e)
{
overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
}
}
}