Split out RenderInfantryProne

This commit is contained in:
Paul Chote
2011-02-17 21:10:44 +13:00
parent 6b80cfc9d4
commit 06bf38b526
4 changed files with 68 additions and 42 deletions

View File

@@ -16,7 +16,7 @@ using OpenRA.Mods.RA.Move;
namespace OpenRA.Mods.RA.Render
{
public class RenderInfantryInfo : RenderSimpleInfo
public class RenderInfantryInfo : RenderSimpleInfo, ITraitPrerequisite<MobileInfo>
{
public readonly int MinIdleWaitTicks = 30;
public readonly int MaxIdleWaitTicks = 110;
@@ -37,8 +37,7 @@ namespace OpenRA.Mods.RA.Render
};
public bool Panicked = false;
public bool Prone = false;
bool wasProne = false;
protected bool dirty = false;
RenderInfantryInfo Info;
string idleSequence;
@@ -46,8 +45,7 @@ namespace OpenRA.Mods.RA.Render
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = Prone ? "prone-" :
Panicked ? "panic-" : "";
var prefix = Panicked ? "panic-" : "";
if (anim.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
@@ -57,7 +55,7 @@ namespace OpenRA.Mods.RA.Render
protected virtual bool AllowIdleAnimation(Actor self)
{
return Info.IdleAnimations.Length > 0 && !Prone && !Panicked;
return Info.IdleAnimations.Length > 0 && !Panicked;
}
public AnimationState State { get; private set; }
@@ -84,17 +82,17 @@ namespace OpenRA.Mods.RA.Render
{
base.Tick(self);
if ((State == AnimationState.Moving || wasProne != Prone) && !mobile.IsMoving)
if ((State == AnimationState.Moving || dirty) && !mobile.IsMoving)
{
State = AnimationState.Waiting;
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
}
else if ((State != AnimationState.Moving || wasProne != Prone) && mobile.IsMoving)
else if ((State != AnimationState.Moving || dirty) && mobile.IsMoving)
{
State = AnimationState.Moving;
anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
}
wasProne = Prone;
dirty = false;
}
public void TickIdle(Actor self)