Add WithNukeLaunchAnimation and -Overlay traits.

This commit is contained in:
Matthias Mailänder
2017-08-26 17:45:07 +02:00
committed by Matthias Mailänder
parent c63620e979
commit 4526344eed
12 changed files with 169 additions and 16 deletions

View File

@@ -0,0 +1,54 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 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.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Replaces the building animation when `NukePower` is triggered.")]
public class WithNukeLaunchAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
public override object Create(ActorInitializer init) { return new WithNukeLaunchAnimation(init.Self, this); }
}
public class WithNukeLaunchAnimation : ConditionalTrait<WithNukeLaunchAnimationInfo>, INotifyNuke, INotifyBuildComplete, INotifySold
{
readonly WithSpriteBody spriteBody;
bool buildComplete;
public WithNukeLaunchAnimation(Actor self, WithNukeLaunchAnimationInfo info)
: base(info)
{
spriteBody = self.TraitOrDefault<WithSpriteBody>();
}
void INotifyNuke.Launching(Actor self)
{
if (buildComplete && spriteBody != null && !IsTraitDisabled)
spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifySold.Sold(Actor self) { }
}
}