new trait WithMakeAnimation
This commit is contained in:
@@ -1,71 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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class MakeAnimation : Activity
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{
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readonly bool Reversed;
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readonly Action OnComplete;
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RenderBuilding rb;
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public MakeAnimation(Actor self, Action onComplete) : this(self, false, onComplete) {}
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public MakeAnimation(Actor self, bool reversed, Action onComplete)
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{
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Reversed = reversed;
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OnComplete = onComplete;
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}
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bool complete = false;
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bool started = false;
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public override Activity Tick(Actor self)
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{
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if (self.IsDead())
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return NextActivity;
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if (started)
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{
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// Don't break the actor if someone has overriden the animation prematurely
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if (rb.DefaultAnimation.CurrentSequence.Name != "make")
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{
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complete = true;
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OnComplete();
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}
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return complete ? NextActivity : this;
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}
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started = true;
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rb = self.Trait<RenderBuilding>();
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if (Reversed)
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{
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// TODO: These don't belong here
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var bi = self.Info.Traits.GetOrDefault<BuildingInfo>();
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if (bi != null)
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foreach (var s in bi.SellSounds)
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Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
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rb.PlayCustomAnimBackwards(self, "make", () => { OnComplete(); complete = true;});
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}
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else
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rb.PlayCustomAnimThen(self, "make", () => { OnComplete(); complete = true;});
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return this;
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}
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// Cannot be cancelled
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public override void Cancel(Actor self) { }
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}
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}
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@@ -76,8 +76,8 @@ namespace OpenRA.Mods.RA.Activities
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init.Add(new RuntimeCargoInit(cargo.Passengers.ToArray()));
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var a = w.CreateActor(ToActor, init);
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foreach (var nt in self.TraitsImplementing<INotifyTransformed>())
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nt.OnTransformed(a);
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foreach (var nt in self.TraitsImplementing<INotifyTransform>())
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nt.AfterTransform(a);
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if (selected)
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w.Selection.Add(w, a);
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@@ -34,8 +34,9 @@ namespace OpenRA.Mods.RA.Buildings
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public readonly bool RequiresBaseProvider = false;
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public readonly bool AllowInvalidPlacement = false;
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public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
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public readonly string[] SellSounds = {"cashturn.aud"};
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public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
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public readonly string[] SellSounds = { "cashturn.aud" };
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public readonly string[] UndeploySounds = { "cashturn.aud" };
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public object Create(ActorInitializer init) { return new Building(init, this); }
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@@ -99,7 +100,7 @@ namespace OpenRA.Mods.RA.Buildings
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}
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}
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public class Building : INotifyDamage, IOccupySpace, INotifyCapture, INotifyBuildComplete, INotifySold, ISync, ITechTreePrerequisite, INotifyAddedToWorld, INotifyRemovedFromWorld
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public class Building : INotifyDamage, IOccupySpace, INotifyCapture, INotifyBuildComplete, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly BuildingInfo Info;
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public bool BuildComplete { get; private set; }
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@@ -185,7 +186,21 @@ namespace OpenRA.Mods.RA.Buildings
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Locked = false;
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}
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public void Selling(Actor self) { BuildComplete = false; }
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public void Selling(Actor self)
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{
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foreach (var s in Info.SellSounds)
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Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
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BuildComplete = false;
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}
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public void Sold(Actor self) { }
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public void BeforeTransform(Actor self)
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{
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foreach (var s in Info.UndeploySounds)
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Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
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}
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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}
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}
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@@ -100,7 +100,6 @@
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<Compile Include="Activities\Infiltrate.cs" />
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<Compile Include="Activities\LayMines.cs" />
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<Compile Include="Activities\Leap.cs" />
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<Compile Include="Activities\MakeAnimation.cs" />
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<Compile Include="Activities\MoveAdjacentTo.cs" />
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<Compile Include="Activities\RAHarvesterDockSequence.cs" />
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<Compile Include="Activities\Rearm.cs" />
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@@ -519,6 +518,7 @@
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<Compile Include="Lint\CheckMapCordon.cs" />
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<Compile Include="World\ResourceLayer.cs" />
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<Compile Include="Parachutable.cs" />
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<Compile Include="Render\WithMakeAnimation.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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@@ -140,7 +140,10 @@ namespace OpenRA.Mods.RA
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public void Killed(Actor killed, AttackInfo e) { if (killed == self) ClearQueue(); }
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public void Selling(Actor self) { }
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public void Sold(Actor self) { ClearQueue(); }
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public void BeforeTransform(Actor self) { }
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public void OnTransform(Actor self) { ClearQueue(); }
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public void AfterTransform(Actor self) { }
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void CacheProduceables(Actor playerActor)
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{
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@@ -19,7 +19,6 @@ namespace OpenRA.Mods.RA.Render
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{
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public class RenderBuildingInfo : RenderSimpleInfo, Requires<BuildingInfo>, IPlaceBuildingDecoration
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{
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public readonly bool HasMakeAnimation = true;
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public readonly bool PauseOnLowPower = false;
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public override object Create(ActorInitializer init) { return new RenderBuilding(init, this);}
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@@ -34,9 +33,11 @@ namespace OpenRA.Mods.RA.Render
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}
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}
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public class RenderBuilding : RenderSimple, INotifyDamageStateChanged
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public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, INotifyBuildComplete
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{
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RenderBuildingInfo info;
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bool buildComplete;
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bool skipMakeAnimation;
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public RenderBuilding(ActorInitializer init, RenderBuildingInfo info)
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: this(init, info, () => 0) { }
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@@ -46,24 +47,27 @@ namespace OpenRA.Mods.RA.Render
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{
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var self = init.self;
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this.info = info;
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skipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
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// Work around a bogus crash
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
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self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
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// Can't call Complete() directly from ctor because other traits haven't been inited yet
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if (self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation && !init.Contains<SkipMakeAnimsInit>())
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self.QueueActivity(new MakeAnimation(self, () => Complete(self)));
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else
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self.QueueActivity(new CallFunc(() => Complete(self)));
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}
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void Complete(Actor self)
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public override void TickRender(WorldRenderer wr, Actor self)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
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foreach (var x in self.TraitsImplementing<INotifyBuildComplete>())
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x.BuildingComplete(self);
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base.TickRender(wr, self);
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if (buildComplete)
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return;
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buildComplete = true;
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if (!self.HasTrait<WithMakeAnimation>() || skipMakeAnimation)
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foreach (var notify in self.TraitsImplementing<INotifyBuildComplete>())
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notify.BuildingComplete(self);
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}
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public virtual void BuildingComplete(Actor self)
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{
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if (info.PauseOnLowPower)
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{
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var disabled = self.TraitsImplementing<IDisable>();
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA.Render
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playerResources = init.self.Owner.PlayerActor.Trait<PlayerResources>();
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}
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public void BuildingComplete(Actor self)
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public override void BuildingComplete(Actor self)
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{
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var animation = (self.GetDamageState() >= DamageState.Heavy) ? "damaged-idle" : "idle";
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Render
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public override object Create(ActorInitializer init) { return new RenderBuildingWall(init, this); }
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}
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class RenderBuildingWall : RenderBuilding, INotifyBuildComplete, INotifyAddedToWorld, INotifyRemovedFromWorld
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class RenderBuildingWall : RenderBuilding, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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readonly RenderBuildingWallInfo info;
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int adjacent = 0;
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@@ -34,9 +34,10 @@ namespace OpenRA.Mods.RA.Render
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this.info = info;
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}
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public void BuildingComplete(Actor self)
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public override void BuildingComplete(Actor self)
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{
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DefaultAnimation.PlayFetchIndex(info.Sequence, () => adjacent);
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UpdateNeighbours(self);
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}
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public override void DamageStateChanged(Actor self, AttackInfo e)
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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.RA.Render
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() => !buildComplete, offset));
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}
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public void BuildingComplete( Actor self )
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public override void BuildingComplete(Actor self)
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{
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roof.Play(NormalizeSequence(self,
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self.GetDamageState() > DamageState.Heavy ? "damaged-idle-top" : "idle-top"));
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64
OpenRA.Mods.RA/Render/WithMakeAnimation.cs
Normal file
64
OpenRA.Mods.RA/Render/WithMakeAnimation.cs
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@@ -0,0 +1,64 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithMakeAnimationInfo : ITraitInfo, Requires<RenderBuildingInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "make";
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public object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); }
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}
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public class WithMakeAnimation : ITickRender
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{
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WithMakeAnimationInfo info;
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RenderBuilding building;
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bool buildComplete;
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public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info)
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{
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building = init.self.Trait<RenderBuilding>();
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this.info = info;
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buildComplete = init.Contains<SkipMakeAnimsInit>();
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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if (self.IsDead() || buildComplete)
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return;
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buildComplete = true;
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building.PlayCustomAnimThen(self, info.Sequence, () =>
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{
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foreach (var notify in self.TraitsImplementing<INotifyBuildComplete>())
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notify.BuildingComplete(self);
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});
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}
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public void Reverse(Actor self, Activity activity)
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{
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building.PlayCustomAnimBackwards(self, info.Sequence, () => {
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building.PlayCustomAnim(self, info.Sequence); // avoids visual glitches as we wait for the actor to get destroyed
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self.QueueActivity(activity);
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});
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}
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}
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}
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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@@ -34,15 +34,16 @@ namespace OpenRA.Mods.RA
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if (!self.Trait<Building>().Lock())
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return;
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self.CancelActivity();
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foreach (var ns in self.TraitsImplementing<INotifySold>())
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ns.Selling(self);
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self.CancelActivity();
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var rb = self.TraitOrDefault<RenderBuilding>();
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if (rb != null && self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation)
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self.QueueActivity(new MakeAnimation(self, true, () => rb.PlayCustomAnim(self, "make")));
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self.QueueActivity(new Sell());
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, new Sell());
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else
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self.QueueActivity(new Sell());
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}
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}
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}
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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@@ -47,8 +47,7 @@ namespace OpenRA.Mods.RA
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}
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public interface INotifyParachuteLanded { void OnLanded(); }
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public interface INotifyTransform { void OnTransform(Actor self); }
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public interface INotifyTransformed { void OnTransformed(Actor toActor); }
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public interface INotifyTransform { void BeforeTransform(Actor self); void OnTransform(Actor self); void AfterTransform(Actor toActor); }
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public interface INotifyAttack { void Attacking(Actor self, Target target, Armament a, Barrel barrel); }
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public interface INotifyChat { bool OnChat(string from, string message); }
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}
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@@ -88,11 +88,15 @@ namespace OpenRA.Mods.RA
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if (self.HasTrait<IFacing>())
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self.QueueActivity(new Turn(info.Facing));
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var rb = self.TraitOrDefault<RenderBuilding>();
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if (rb != null && self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation)
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self.QueueActivity(new MakeAnimation(self, true, () => rb.PlayCustomAnim(self, "make")));
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foreach (var nt in self.TraitsImplementing<INotifyTransform>())
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nt.BeforeTransform(self);
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self.QueueActivity(new Transform(self, info.IntoActor) { Offset = info.Offset, Facing = info.Facing, Sounds = info.TransformSounds, Race = race });
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var transform = new Transform(self, info.IntoActor) { Offset = info.Offset, Facing = info.Facing, Sounds = info.TransformSounds, Race = race };
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, transform);
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else
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self.QueueActivity(transform);
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}
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public void ResolveOrder(Actor self, Order order)
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Reference in New Issue
Block a user