Remove TiberianSunRefinery
Also add IDockClientBody interface, move WithDockingOverlay cnc -> common, remove HarvesterDockSequence implementing classes
This commit is contained in:
committed by
Matthias Mailänder
parent
3f0c3a8b9c
commit
049d0283f9
@@ -1,70 +0,0 @@
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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.Mods.Cnc.Traits.Render;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Cnc.Activities
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{
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public class VoxelHarvesterDockSequence : HarvesterDockSequence
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{
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readonly WithVoxelUnloadBody body;
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readonly WithDockingOverlay spriteOverlay;
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public VoxelHarvesterDockSequence(Actor self, Actor refineryActor, Refinery refinery)
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: base(self, refineryActor, refinery)
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{
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body = self.Trait<WithVoxelUnloadBody>();
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spriteOverlay = RefineryActor.TraitOrDefault<WithDockingOverlay>();
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}
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public override void OnStateDock(Actor self)
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{
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body.Docked = true;
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if (spriteOverlay != null && !spriteOverlay.Visible)
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{
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spriteOverlay.Visible = true;
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spriteOverlay.WithOffset.Animation.PlayThen(spriteOverlay.Info.Sequence, () =>
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{
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dockingState = DockingState.Loop;
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spriteOverlay.Visible = false;
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});
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}
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else
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dockingState = DockingState.Loop;
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}
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public override void OnStateUndock(Actor self)
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{
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// If body.Docked wasn't set, we didn't actually dock and have to skip the undock overlay
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if (!body.Docked)
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dockingState = DockingState.Complete;
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else if (RefineryActor.IsInWorld && !RefineryActor.IsDead && spriteOverlay != null && !spriteOverlay.Visible)
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{
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dockingState = DockingState.Wait;
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spriteOverlay.Visible = true;
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spriteOverlay.WithOffset.Animation.PlayBackwardsThen(spriteOverlay.Info.Sequence, () =>
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{
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dockingState = DockingState.Complete;
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body.Docked = false;
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spriteOverlay.Visible = false;
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});
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}
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else
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{
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dockingState = DockingState.Complete;
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body.Docked = false;
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}
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}
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}
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}
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