Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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57
OpenRA.Mods.Common/Traits/Power/Power.cs
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57
OpenRA.Mods.Common/Traits/Power/Power.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class PowerInfo : ConditionalTraitInfo
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{
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[Desc("If negative, it will drain power. If positive, it will provide power.")]
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public readonly int Amount = 0;
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public override object Create(ActorInitializer init) { return new Power(init.Self, this); }
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}
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public class Power : ConditionalTrait<PowerInfo>, INotifyAddedToWorld, INotifyRemovedFromWorld, INotifyOwnerChanged
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{
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readonly Lazy<IPowerModifier[]> powerModifiers;
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public PowerManager PlayerPower { get; private set; }
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public int GetEnabledPower()
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{
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return Util.ApplyPercentageModifiers(Info.Amount, powerModifiers.Value.Select(m => m.GetPowerModifier()));
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}
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public Power(Actor self, PowerInfo info)
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: base(info)
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{
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PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
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powerModifiers = Exts.Lazy(() => self.TraitsImplementing<IPowerModifier>().ToArray());
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}
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protected override void TraitEnabled(Actor self) { PlayerPower.UpdateActor(self); }
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protected override void TraitDisabled(Actor self) { PlayerPower.UpdateActor(self); }
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void INotifyAddedToWorld.AddedToWorld(Actor self) { PlayerPower.UpdateActor(self); }
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self) { PlayerPower.RemoveActor(self); }
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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PlayerPower.RemoveActor(self);
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PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
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PlayerPower.UpdateActor(self);
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}
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}
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}
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