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