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OpenRA/OpenRA.Mods.Common/Traits/Render/WithMakeOverlay.cs
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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>
2026-01-10 21:46:54 +08:00

66 lines
1.7 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Draws an overlay on top of a make animation.")]
public class WithMakeOverlayInfo : TraitInfo
{
[SequenceReference]
[FieldLoader.Require]
[Desc("Sequence name to use.")]
public readonly string Sequence = null;
[PaletteReference(nameof(IsPlayerPalette))]
[Desc("Custom palette name.")]
public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName.")]
public readonly bool IsPlayerPalette = false;
public override object Create(ActorInitializer init) { return new WithMakeOverlay(init.Self, this); }
}
public class WithMakeOverlay
{
readonly WithMakeOverlayInfo info;
readonly AnimationWithOffset anim;
bool visible;
public WithMakeOverlay(Actor self, WithMakeOverlayInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
var overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);
anim = new AnimationWithOffset(overlay, null, () => !visible);
rs.Add(anim, info.Palette, info.IsPlayerPalette);
}
public void Forward()
{
visible = true;
anim.Animation.PlayThen(info.Sequence, () => visible = false);
}
public void Reverse()
{
visible = true;
anim.Animation.PlayBackwardsThen(info.Sequence, () => visible = false);
}
}
}