Add start delay functionality to attack animation traits
This commit is contained in:
@@ -28,6 +28,12 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
[Desc("Shown while reloading.")]
|
[Desc("Shown while reloading.")]
|
||||||
[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
|
[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
|
||||||
|
|
||||||
|
[Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")]
|
||||||
|
public readonly int Delay = 0;
|
||||||
|
|
||||||
|
[Desc("Should the animation be delayed relative to preparation or actual attack?")]
|
||||||
|
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
|
||||||
|
|
||||||
public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
|
public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -38,6 +44,8 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
readonly Armament armament;
|
readonly Armament armament;
|
||||||
readonly WithSpriteBody wsb;
|
readonly WithSpriteBody wsb;
|
||||||
|
|
||||||
|
int tick;
|
||||||
|
|
||||||
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
|
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
|
||||||
{
|
{
|
||||||
this.info = info;
|
this.info = info;
|
||||||
@@ -47,16 +55,39 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
wsb = init.Self.Trait<WithSpriteBody>();
|
wsb = init.Self.Trait<WithSpriteBody>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { }
|
void PlayAttackAnimation(Actor self)
|
||||||
|
|
||||||
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
|
|
||||||
{
|
{
|
||||||
if (!string.IsNullOrEmpty(info.AttackSequence))
|
if (!string.IsNullOrEmpty(info.AttackSequence))
|
||||||
wsb.PlayCustomAnimation(self, info.AttackSequence, () => wsb.CancelCustomAnimation(self));
|
wsb.PlayCustomAnimation(self, info.AttackSequence, () => wsb.CancelCustomAnimation(self));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
|
{
|
||||||
|
if (info.DelayRelativeTo == AttackDelayType.Attack)
|
||||||
|
{
|
||||||
|
if (info.Delay > 0)
|
||||||
|
tick = info.Delay;
|
||||||
|
else
|
||||||
|
PlayAttackAnimation(self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
|
{
|
||||||
|
if (info.DelayRelativeTo == AttackDelayType.Preparation)
|
||||||
|
{
|
||||||
|
if (info.Delay > 0)
|
||||||
|
tick = info.Delay;
|
||||||
|
else
|
||||||
|
PlayAttackAnimation(self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void ITick.Tick(Actor self)
|
void ITick.Tick(Actor self)
|
||||||
{
|
{
|
||||||
|
if (info.Delay > 0 && --tick == 0)
|
||||||
|
PlayAttackAnimation(self);
|
||||||
|
|
||||||
if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
|
if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
|||||||
@@ -27,16 +27,23 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
[Desc("Custom palette is a player palette BaseName")]
|
[Desc("Custom palette is a player palette BaseName")]
|
||||||
public readonly bool IsPlayerPalette = false;
|
public readonly bool IsPlayerPalette = false;
|
||||||
|
|
||||||
|
[Desc("Delay in ticks before overlay starts, either relative to attack preparation or attack.")]
|
||||||
|
public readonly int Delay = 0;
|
||||||
|
|
||||||
|
[Desc("Should the overlay be delayed relative to preparation or actual attack?")]
|
||||||
|
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
|
||||||
|
|
||||||
public object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
|
public object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
|
||||||
}
|
}
|
||||||
|
|
||||||
public class WithAttackOverlay : INotifyAttack
|
public class WithAttackOverlay : INotifyAttack, ITick
|
||||||
{
|
{
|
||||||
readonly Animation overlay;
|
readonly Animation overlay;
|
||||||
readonly RenderSprites renderSprites;
|
readonly RenderSprites renderSprites;
|
||||||
readonly WithAttackOverlayInfo info;
|
readonly WithAttackOverlayInfo info;
|
||||||
|
|
||||||
bool attacking;
|
bool attacking;
|
||||||
|
int tick;
|
||||||
|
|
||||||
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
|
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
|
||||||
{
|
{
|
||||||
@@ -50,12 +57,38 @@ namespace OpenRA.Mods.Common.Traits.Render
|
|||||||
info.Palette, info.IsPlayerPalette);
|
info.Palette, info.IsPlayerPalette);
|
||||||
}
|
}
|
||||||
|
|
||||||
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { }
|
void PlayOverlay(Actor self)
|
||||||
|
|
||||||
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
|
|
||||||
{
|
{
|
||||||
attacking = true;
|
attacking = true;
|
||||||
overlay.PlayThen(info.Sequence, () => attacking = false);
|
overlay.PlayThen(info.Sequence, () => attacking = false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
|
{
|
||||||
|
if (info.DelayRelativeTo == AttackDelayType.Attack)
|
||||||
|
{
|
||||||
|
if (info.Delay > 0)
|
||||||
|
tick = info.Delay;
|
||||||
|
else
|
||||||
|
PlayOverlay(self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
|
{
|
||||||
|
if (info.DelayRelativeTo == AttackDelayType.Preparation)
|
||||||
|
{
|
||||||
|
if (info.Delay > 0)
|
||||||
|
tick = info.Delay;
|
||||||
|
else
|
||||||
|
PlayOverlay(self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ITick.Tick(Actor self)
|
||||||
|
{
|
||||||
|
if (info.Delay > 0 && --tick == 0)
|
||||||
|
PlayOverlay(self);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -19,6 +19,8 @@ using OpenRA.Traits;
|
|||||||
|
|
||||||
namespace OpenRA.Mods.Common.Traits
|
namespace OpenRA.Mods.Common.Traits
|
||||||
{
|
{
|
||||||
|
public enum AttackDelayType { Preparation, Attack }
|
||||||
|
|
||||||
public interface IQuantizeBodyOrientationInfo : ITraitInfo
|
public interface IQuantizeBodyOrientationInfo : ITraitInfo
|
||||||
{
|
{
|
||||||
int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race);
|
int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race);
|
||||||
|
|||||||
Reference in New Issue
Block a user