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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OpenRA.Mods.Common/Traits/Render/WithRepairOverlay.cs
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OpenRA.Mods.Common/Traits/Render/WithRepairOverlay.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 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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// TODO: Refactor this trait into WithResupplyOverlay
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[SequenceReference]
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[Desc("Sequence to use upon repair beginning.")]
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public readonly string StartSequence = null;
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[SequenceReference]
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[Desc("Sequence name to play once during repair intervals or repeatedly if a start sequence is set.")]
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public readonly string Sequence = "active";
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[SequenceReference]
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[Desc("Sequence to use after repairing has finished.")]
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public readonly string EndSequence = null;
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public override object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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}
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public class WithRepairOverlay : PausableConditionalTrait<WithRepairOverlayInfo>, INotifyDamageStateChanged, INotifyResupply
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{
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readonly Animation overlay;
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bool visible;
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bool repairing;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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: base(info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<BodyOrientation>();
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overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
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overlay.PlayThen(info.Sequence, () => visible = false);
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var anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))),
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() => IsTraitDisabled || !visible,
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p => RenderUtils.ZOffsetFromCenter(self, p, 1));
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types)
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{
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repairing = types.HasFlag(ResupplyType.Repair);
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if (!repairing)
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return;
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if (Info.StartSequence != null)
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{
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visible = true;
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overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.StartSequence),
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() => overlay.PlayRepeating(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), Info.Sequence)));
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}
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}
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void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types)
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{
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var wasRepairing = repairing;
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repairing = types.HasFlag(ResupplyType.Repair);
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if (repairing && Info.StartSequence == null && !visible)
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{
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visible = true;
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overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
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}
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if (!repairing && wasRepairing && Info.EndSequence != null)
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{
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visible = true;
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overlay.PlayThen(Info.EndSequence, () => visible = false);
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}
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}
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}
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}
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