Refactor WithAttackAnimation
- made trait compatible with actors that have more than one sprite body or enable/disable sprite bodies via conditions - added check for running attack anim and prevent aim/reload sequences from overriding it - added caching of whether trait has either aim or reload sequence, to avoid some string.IsNullOrEmpty look-ups every tick
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@@ -34,6 +34,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Should the animation be delayed relative to preparation or actual attack?")]
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public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
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[Desc("Which sprite body to modify.")]
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public readonly string BodyName = "body";
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public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
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}
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@@ -42,9 +45,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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readonly WithAttackAnimationInfo info;
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readonly AttackBase attack;
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readonly Armament armament;
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readonly WithSpriteBody wsb;
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readonly WithSpriteBody[] wsbs;
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readonly bool noAimOrReloadAnim;
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int tick;
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bool attackAnimPlaying;
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public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
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{
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@@ -52,13 +57,23 @@ namespace OpenRA.Mods.Common.Traits.Render
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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wsb = init.Self.Trait<WithSpriteBody>();
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wsbs = init.Self.TraitsImplementing<WithSpriteBody>().Where(w => info.BodyName == w.Info.Name).ToArray();
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noAimOrReloadAnim = string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix);
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}
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void PlayAttackAnimation(Actor self)
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{
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if (!string.IsNullOrEmpty(info.AttackSequence))
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wsb.PlayCustomAnimation(self, info.AttackSequence, () => wsb.CancelCustomAnimation(self));
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{
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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if (wsb == null)
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return;
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attackAnimPlaying = true;
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wsb.PlayCustomAnimation(self, info.AttackSequence,
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() => { wsb.CancelCustomAnimation(self); attackAnimPlaying = false; });
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}
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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@@ -88,7 +103,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (info.Delay > 0 && --tick == 0)
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PlayAttackAnimation(self);
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if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
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if (noAimOrReloadAnim || attackAnimPlaying)
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return;
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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if (wsb == null)
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return;
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var sequence = wsb.Info.Sequence;
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