Merge pull request #11428 from reaperrr/attack-delay

Allow attack anims/overlays to start before weapons fire
This commit is contained in:
abcdefg30
2016-07-03 18:58:07 +02:00
committed by GitHub
16 changed files with 193 additions and 23 deletions

View File

@@ -92,7 +92,10 @@ namespace OpenRA.Mods.D2k.Activities
});
foreach (var notify in self.TraitsImplementing<INotifyAttack>())
{
notify.PreparingAttack(self, target, null, null);
notify.Attacking(self, target, null, null);
}
return true;
}

View File

@@ -98,7 +98,6 @@
<Compile Include="Warheads\ChangeOwnerWarhead.cs" />
<Compile Include="UtilityCommands\D2kMapImporter.cs" />
<Compile Include="UtilityCommands\ImportD2kMapCommand.cs" />
<Compile Include="Traits\Render\WithAttackOverlay.cs" />
<Compile Include="Traits\Render\WithDecorationCarryable.cs" />
<Compile Include="Traits\World\D2kEditorResourceLayer.cs" />
<Compile Include="Lint\CheckImportActors.cs" />

View File

@@ -1,61 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits.Render
{
[Desc("Rendered together with an attack.")]
public class WithAttackOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[FieldLoader.Require]
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = null;
[Desc("Custom palette name")]
[PaletteReference("IsPlayerPalette")] public readonly string Palette = null;
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
public object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
}
public class WithAttackOverlay : INotifyAttack
{
readonly Animation overlay;
readonly RenderSprites renderSprites;
readonly WithAttackOverlayInfo info;
bool attacking;
public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
{
this.info = info;
renderSprites = init.Self.Trait<RenderSprites>();
overlay = new Animation(init.World, renderSprites.GetImage(init.Self));
renderSprites.Add(new AnimationWithOffset(overlay, null, () => !attacking),
info.Palette, info.IsPlayerPalette);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
attacking = true;
overlay.PlayThen(info.Sequence, () => attacking = false);
}
}
}