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)

View File

@@ -14,7 +14,7 @@ using OpenRA.Mods.RA.Render;
namespace OpenRA.Mods.RA
{
class TakeCoverInfo : ITraitInfo, ITraitPrerequisite<RenderInfantryInfo>
public class TakeCoverInfo : ITraitInfo
{
public readonly int ProneTime = 100; /* ticks, =4s */
public readonly float ProneDamage = .5f;
@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA
}
// Infantry prone behavior
class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
public class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
{
TakeCoverInfo Info;
[Sync]
@@ -38,25 +38,14 @@ namespace OpenRA.Mods.RA
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage > 0) /* Don't go prone when healed */
{
if (e.Warhead == null || !e.Warhead.PreventProne)
{
remainingProneTime = Info.ProneTime;
self.Trait<RenderInfantry>().Prone = true;
}
}
if (e.Damage > 0 && e.Warhead == null || !e.Warhead.PreventProne) /* Don't go prone when healed */
remainingProneTime = Info.ProneTime;
}
public void Tick(Actor self)
{
if (!IsProne)
return;
//var ri = self.Trait<RenderInfantry>();
if (--remainingProneTime <= 0)
self.Trait<RenderInfantry>().Prone = false;
if (IsProne)
remainingProneTime--;
}
public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
@@ -69,4 +58,45 @@ namespace OpenRA.Mods.RA
return IsProne ? Info.ProneSpeed : 1m;
}
}
class RenderInfantryProneInfo : RenderInfantryInfo, ITraitPrerequisite<TakeCoverInfo>
{
public override object Create(ActorInitializer init) { return new RenderInfantryProne(init.self, this); }
}
class RenderInfantryProne : RenderInfantry
{
readonly TakeCover tc;
bool wasProne;
public RenderInfantryProne(Actor self, RenderInfantryProneInfo info)
: base(self, info)
{
tc = self.Trait<TakeCover>();
}
protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = tc != null && tc.IsProne ? "prone-" : "";
if (anim.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected override bool AllowIdleAnimation(Actor self)
{
return base.AllowIdleAnimation(self) && !tc.IsProne;
}
public override void Tick (Actor self)
{
if (wasProne != tc.IsProne)
dirty = true;
wasProne = tc.IsProne;
base.Tick(self);
}
}
}

View File

@@ -112,7 +112,8 @@
TargetTypes: Ground
Buildable:
Queue: Infantry
RenderInfantry:
TakeCover:
RenderInfantryProne:
AutoTarget:
AttackMove:
Passenger:
@@ -132,6 +133,9 @@
Inherits: ^Infantry
-Buildable:
-AutoTarget:
-TakeCover:
-RenderInfantryProne:
RenderInfantry:
AppearsOnRadar:
Selectable:
Voice: CivilianMaleVoice

View File

@@ -17,8 +17,7 @@ E1:
HP: 50
AttackFrontal:
PrimaryWeapon: M16
TakeCover:
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2,idle3,idle4
E2:
Inherits: ^Infantry
@@ -42,8 +41,7 @@ E2:
PrimaryWeapon: Grenade
PrimaryOffset: 0,0,0,-10
FireDelay: 15
TakeCover:
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E3:
@@ -67,8 +65,7 @@ E3:
PrimaryWeapon: Rockets
PrimaryOffset: 0,0,0,-10
FireDelay: 5
TakeCover:
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E4:
@@ -93,9 +90,8 @@ E4:
PrimaryWeapon: Flamethrower
PrimaryOffset: 0,0,0,-5
FireDelay: 3
TakeCover:
WithMuzzleFlash:
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E5:
@@ -120,10 +116,9 @@ E5:
PrimaryWeapon: Chemspray
PrimaryOffset: 0,0,0,-5
FireDelay: 3
TakeCover:
WithMuzzleFlash:
-PoisonedByTiberium:
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E6:
@@ -143,7 +138,6 @@ E6:
Speed: 4
Health:
HP: 25
TakeCover:
Passenger:
PipType: Yellow
EngineerRepair:
@@ -151,7 +145,7 @@ E6:
-AutoTarget:
AttackMove:
JustMove: true
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
RMBO:
@@ -175,12 +169,11 @@ RMBO:
HP: 200
RevealsShroud:
Range: 5
TakeCover:
C4Demolition:
C4Delay: .03
AttackFrontal:
PrimaryWeapon: Sniper
RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2,idle3
VICE:
@@ -204,3 +197,4 @@ VICE:
Armor:
Type: Wood
-PoisonedByTiberium:
-TakeCover: