Add WithNukeLaunchAnimation and -Overlay traits.
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committed by
Matthias Mailänder
parent
c63620e979
commit
4526344eed
54
OpenRA.Mods.Common/Traits/Render/WithNukeLaunchAnimation.cs
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54
OpenRA.Mods.Common/Traits/Render/WithNukeLaunchAnimation.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when `NukePower` is triggered.")]
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public class WithNukeLaunchAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public override object Create(ActorInitializer init) { return new WithNukeLaunchAnimation(init.Self, this); }
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}
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public class WithNukeLaunchAnimation : ConditionalTrait<WithNukeLaunchAnimationInfo>, INotifyNuke, INotifyBuildComplete, INotifySold
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{
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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public WithNukeLaunchAnimation(Actor self, WithNukeLaunchAnimationInfo info)
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: base(info)
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{
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spriteBody = self.TraitOrDefault<WithSpriteBody>();
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}
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void INotifyNuke.Launching(Actor self)
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{
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if (buildComplete && spriteBody != null && !IsTraitDisabled)
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spriteBody.PlayCustomAnimation(self, Info.Sequence, () => spriteBody.CancelCustomAnimation(self));
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifySold.Sold(Actor self) { }
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}
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}
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