Adapt WithMoveAnimation to INotifyMoving
And add ValidMovementTypes for configurability.
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@@ -22,6 +22,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Which sprite body to modify.")]
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public readonly string Body = "body";
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[Desc("Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.")]
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public readonly MovementType ValidMovementTypes = MovementType.Horizontal;
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public override object Create(ActorInitializer init) { return new WithMoveAnimation(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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@@ -34,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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public class WithMoveAnimation : ConditionalTrait<WithMoveAnimationInfo>, ITick
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public class WithMoveAnimation : ConditionalTrait<WithMoveAnimationInfo>, INotifyMoving
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{
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readonly IMove movement;
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readonly WithSpriteBody wsb;
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@@ -46,17 +49,35 @@ namespace OpenRA.Mods.Common.Traits.Render
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wsb = init.Self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
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}
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void ITick.Tick(Actor self)
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void UpdateAnimation(Actor self, MovementType types)
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{
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if (IsTraitDisabled || wsb.IsTraitDisabled)
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var playAnim = false;
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if (!IsTraitDisabled && (types & Info.ValidMovementTypes) != 0)
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playAnim = true;
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if (!playAnim && wsb.DefaultAnimation.CurrentSequence.Name == Info.MoveSequence)
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{
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wsb.CancelCustomAnimation(self);
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return;
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}
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var isMoving = movement.CurrentMovementTypes.HasFlag(MovementType.Horizontal) && !self.IsDead;
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if (playAnim && wsb.DefaultAnimation.CurrentSequence.Name != Info.MoveSequence)
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wsb.PlayCustomAnimationRepeating(self, Info.MoveSequence);
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}
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if (isMoving ^ (wsb.DefaultAnimation.CurrentSequence.Name != Info.MoveSequence))
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return;
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void INotifyMoving.MovementTypeChanged(Actor self, MovementType types)
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{
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UpdateAnimation(self, types);
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}
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wsb.DefaultAnimation.ReplaceAnim(isMoving ? Info.MoveSequence : wsb.Info.Sequence);
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protected override void TraitEnabled(Actor self)
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{
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UpdateAnimation(self, movement.CurrentMovementTypes);
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}
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protected override void TraitDisabled(Actor self)
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{
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UpdateAnimation(self, movement.CurrentMovementTypes);
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}
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}
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}
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