Fix idle animations / prone.

This commit is contained in:
Paul Chote
2010-11-30 12:51:25 +13:00
parent 5070a81db4
commit 2d224a207c
5 changed files with 72 additions and 88 deletions

View File

@@ -23,58 +23,53 @@ namespace OpenRA.Mods.RA.Render
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage, INotifyIdle
{
public enum AnimationState
{
Idle,
Attacking,
Moving
};
public AnimationState State { get; private set; }
Mobile mobile = self.Trait<Mobile>();
public RenderInfantry(Actor self)
: base(self, () => self.Trait<IFacing>().Facing)
{
anim.Play("stand");
}
bool ChooseMoveAnim(Actor self)
{
var mobile = self.Trait<Mobile>();
if( !mobile.IsMoving ) return false;
if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
var seq = IsProne(self) ? "crawl" : "run";
if (anim.CurrentSequence.Name != seq)
anim.PlayRepeating(seq);
return true;
}
bool inAttack = false;
bool IsProne(Actor self)
{
var takeCover = self.TraitOrDefault<TakeCover>();
return takeCover != null && takeCover.IsProne;
State = AnimationState.Idle;
}
public void Attacking(Actor self, Target target)
{
inAttack = true;
var seq = IsProne(self) ? "prone-shoot" : "shoot";
if (anim.HasSequence(seq))
anim.PlayThen(seq, () => inAttack = false);
State = AnimationState.Attacking;
if (anim.HasSequence("shoot"))
anim.PlayThen("shoot", () => State = AnimationState.Idle);
else if (anim.HasSequence("heal"))
anim.PlayThen("heal", () => inAttack = false);
anim.PlayThen("heal", () => State = AnimationState.Idle);
}
public override void Tick(Actor self)
{
base.Tick(self);
if (self.IsIdle || inAttack) return;
ChooseMoveAnim(self);
if (State == AnimationState.Attacking || self.IsIdle || !mobile.IsMoving)
return;
// Set move animation
if (State != AnimationState.Moving)
{
State = AnimationState.Moving;
anim.PlayRepeating("run");
}
}
public void TickIdle(Actor self)
{
System.Console.WriteLine("RenderInfantry:TickIdle");
System.Console.WriteLine("RenderInfantry: setting anim to stand");
anim.Play("stand");
if (State != AnimationState.Idle)
{
anim.Play("stand");
State = AnimationState.Idle;
}
}