Fix idle animations / prone.
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@@ -23,11 +23,18 @@ namespace OpenRA.Mods.RA
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// infantry prone behavior
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class IdleAnimation : ITick, INotifyIdle
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{
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enum IdleState
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{
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None,
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Waiting,
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Active
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};
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IdleAnimationInfo Info;
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string sequence;
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int delay;
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bool active, waiting;
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IdleState state;
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public IdleAnimation(IdleAnimationInfo info)
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{
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Info = info;
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@@ -35,49 +42,30 @@ namespace OpenRA.Mods.RA
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public void Tick(Actor self)
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{
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if (active)
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{
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//System.Console.WriteLine("active: {0} ({1})", self.Info.Name, self.ActorID);
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return;
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}
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if (!self.IsIdle)
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{
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//System.Console.WriteLine("notidle: {0} ({1}) ",self.Info.Name, self.ActorID);
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active = false;
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waiting = false;
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state = IdleState.None;
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return;
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}
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if (delay > 0 && --delay == 0)
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if (state == IdleState.Active)
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return;
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else if (delay > 0 && --delay == 0)
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{
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System.Console.WriteLine("activate: {0} ({1})",self.Info.Name, self.ActorID);
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active = true;
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waiting = false;
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self.Trait<RenderInfantry>().anim.PlayThen(sequence, () =>
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{
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//System.Console.WriteLine("finished: {0} ({1}) ",self.Info.Name, self.ActorID);
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active = false;
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});
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state = IdleState.Active;
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self.Trait<RenderInfantry>().anim.PlayThen(sequence, () => state = IdleState.None);
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}
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}
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public void TickIdle(Actor self)
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{
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System.Console.WriteLine("IdleAnimation:TickIdle");
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//if (active)
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// System.Console.WriteLine("idleactive: {0} ({1}) ",self.Info.Name, self.ActorID);
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//if (waiting)
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// System.Console.WriteLine("idlewaiting: {0} ({1}) ",self.Info.Name, self.ActorID);
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if (active || waiting)
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if (state != IdleState.None)
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return;
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waiting = true;
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state = IdleState.Waiting;
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sequence = Info.Animations.Random(self.World.SharedRandom);
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delay = Info.IdleWaitTicks;
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System.Console.WriteLine("IdleAnimation: setting anim to {0} delay {1}", sequence, delay);
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}
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}
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}
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