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
This commit is contained in:
reaperrr
2017-05-26 18:54:27 +02:00
committed by atlimit8
parent 8276b17570
commit 2e70b6931b

View File

@@ -34,6 +34,9 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Should the animation be delayed relative to preparation or actual attack?")] [Desc("Should the animation be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation; public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
[Desc("Which sprite body to modify.")]
public readonly string BodyName = "body";
public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); } public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
} }
@@ -42,9 +45,11 @@ namespace OpenRA.Mods.Common.Traits.Render
readonly WithAttackAnimationInfo info; readonly WithAttackAnimationInfo info;
readonly AttackBase attack; readonly AttackBase attack;
readonly Armament armament; readonly Armament armament;
readonly WithSpriteBody wsb; readonly WithSpriteBody[] wsbs;
readonly bool noAimOrReloadAnim;
int tick; int tick;
bool attackAnimPlaying;
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info) public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
{ {
@@ -52,13 +57,23 @@ namespace OpenRA.Mods.Common.Traits.Render
attack = init.Self.Trait<AttackBase>(); attack = init.Self.Trait<AttackBase>();
armament = init.Self.TraitsImplementing<Armament>() armament = init.Self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == info.Armament); .Single(a => a.Info.Name == info.Armament);
wsb = init.Self.Trait<WithSpriteBody>(); wsbs = init.Self.TraitsImplementing<WithSpriteBody>().Where(w => info.BodyName == w.Info.Name).ToArray();
noAimOrReloadAnim = string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix);
} }
void PlayAttackAnimation(Actor self) void PlayAttackAnimation(Actor self)
{ {
if (!string.IsNullOrEmpty(info.AttackSequence)) if (!string.IsNullOrEmpty(info.AttackSequence))
wsb.PlayCustomAnimation(self, info.AttackSequence, () => wsb.CancelCustomAnimation(self)); {
var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
if (wsb == null)
return;
attackAnimPlaying = true;
wsb.PlayCustomAnimation(self, info.AttackSequence,
() => { wsb.CancelCustomAnimation(self); attackAnimPlaying = false; });
}
} }
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
@@ -88,7 +103,11 @@ namespace OpenRA.Mods.Common.Traits.Render
if (info.Delay > 0 && --tick == 0) if (info.Delay > 0 && --tick == 0)
PlayAttackAnimation(self); PlayAttackAnimation(self);
if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix)) if (noAimOrReloadAnim || attackAnimPlaying)
return;
var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
if (wsb == null)
return; return;
var sequence = wsb.Info.Sequence; var sequence = wsb.Info.Sequence;