Add start and stop repair overlay animation support.
This commit is contained in:
committed by
Paul Chote
parent
7160c8a1a9
commit
0018bf3063
@@ -18,9 +18,15 @@ namespace OpenRA.Mods.Common.Traits.Render
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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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[Desc("Sequence name to use")]
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[Desc("Sequence to use upon repair beginning.")]
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[SequenceReference("Image")] public readonly string StartSequence = null;
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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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[SequenceReference] public readonly string Sequence = "active";
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[Desc("Sequence to use after repairing has finished.")]
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[SequenceReference("Image")] 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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@@ -73,10 +79,32 @@ namespace OpenRA.Mods.Common.Traits.Render
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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void INotifyRepair.Repairing(Actor self, Actor host)
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void INotifyRepair.BeforeRepair(Actor self, Actor host)
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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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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 INotifyRepair.RepairTick(Actor self, Actor host)
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{
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if (Info.StartSequence == null)
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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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}
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void INotifyRepair.AfterRepair(Actor self, Actor target)
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{
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if (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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