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>
This commit is contained in:
68
OpenRA.Mods.D2k/Traits/Render/WithCrumbleOverlay.cs
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68
OpenRA.Mods.D2k/Traits/Render/WithCrumbleOverlay.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.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits.Render
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{
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[Desc("Rendered together with the \"make\" animation.")]
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public class WithCrumbleOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "crumble-overlay";
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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 WithCrumbleOverlay(init, this); }
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}
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public class WithCrumbleOverlay : ConditionalTrait<WithCrumbleOverlayInfo>
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{
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readonly WithCrumbleOverlayInfo info;
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readonly RenderSprites renderSprites;
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readonly Animation overlay;
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readonly AnimationWithOffset animation;
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public WithCrumbleOverlay(ActorInitializer init, WithCrumbleOverlayInfo info)
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: base(info)
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{
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this.info = info;
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if (init.Contains<SkipMakeAnimsInit>(info))
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return;
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renderSprites = init.Self.Trait<RenderSprites>();
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overlay = new Animation(init.World, renderSprites.GetImage(init.Self));
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animation = new AnimationWithOffset(overlay, null, () => IsTraitDisabled);
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}
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protected override void TraitEnabled(Actor self)
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{
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if (overlay == null)
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return;
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renderSprites.Add(animation, info.Palette, info.IsPlayerPalette);
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// Remove the animation once it is complete
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overlay.PlayThen(info.Sequence, () => self.World.AddFrameEndTask(w => renderSprites.Remove(animation)));
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}
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}
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}
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72
OpenRA.Mods.D2k/Traits/Render/WithDeliveryOverlay.cs
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72
OpenRA.Mods.D2k/Traits/Render/WithDeliveryOverlay.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.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits.Render
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{
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[Desc("Rendered when ProductionAirdrop is in progress.")]
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public class WithDeliveryOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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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 WithDeliveryOverlay(init.Self, this); }
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}
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public class WithDeliveryOverlay : PausableConditionalTrait<WithDeliveryOverlayInfo>, INotifyDelivery
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{
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readonly AnimationWithOffset anim;
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bool delivering;
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public WithDeliveryOverlay(Actor self, WithDeliveryOverlayInfo 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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var overlay = new Animation(self.World, rs.GetImage(self), () => IsTraitPaused);
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overlay.Play(info.Sequence);
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// These translucent overlays should not be included in highlight flashes
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overlay.IsDecoration = true;
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anim = new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation))),
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() => IsTraitDisabled || !delivering);
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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void PlayDeliveryOverlay()
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{
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if (delivering)
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anim.Animation.PlayThen(Info.Sequence, PlayDeliveryOverlay);
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}
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void INotifyDelivery.IncomingDelivery(Actor self) { delivering = true; PlayDeliveryOverlay(); }
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void INotifyDelivery.Delivered(Actor self) { delivering = false; }
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}
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}
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