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:
@@ -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;
|
||||||
|
|||||||
Reference in New Issue
Block a user