Start RenderInfantry rework. TODO: fix ra sequences, split Prone/Panicked into RenderInfantry* overrides, integrate idle anims.

This commit is contained in:
Paul Chote
2011-02-16 12:58:38 +13:00
parent 437caf9c12
commit 4a3d254c0c
3 changed files with 126 additions and 55 deletions

View File

@@ -24,6 +24,9 @@ namespace OpenRA.Mods.RA.Render
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage, INotifyIdle
{
public bool Panicked = false;
public bool Prone = false;
bool wasProne = false;
public enum AnimationState
{
Idle,
@@ -32,12 +35,23 @@ namespace OpenRA.Mods.RA.Render
Waiting
};
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = Prone ? "prone-" :
Panicked ? "panic-" : "";
if (anim.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
public AnimationState State { get; private set; }
Mobile mobile;
public RenderInfantry(Actor self)
: base(self, () => self.Trait<IFacing>().Facing)
{
anim.Play("stand");
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
State = AnimationState.Idle;
mobile = self.Trait<Mobile>();
}
@@ -45,35 +59,35 @@ namespace OpenRA.Mods.RA.Render
public void Attacking(Actor self, Target target)
{
State = AnimationState.Attacking;
if (anim.HasSequence("shoot"))
anim.PlayThen("shoot", () => State = AnimationState.Idle);
else if (anim.HasSequence("heal"))
anim.PlayThen("heal", () => State = AnimationState.Idle);
if (anim.HasSequence(NormalizeInfantrySequence(self, "shoot")))
anim.PlayThen(NormalizeInfantrySequence(self, "shoot"), () => State = AnimationState.Idle);
else if (anim.HasSequence(NormalizeInfantrySequence(self, "heal")))
anim.PlayThen(NormalizeInfantrySequence(self, "heal"), () => State = AnimationState.Idle);
}
public override void Tick(Actor self)
{
base.Tick(self);
// If path is blocked, we can have !isMoving and !idle
// Need to handle this case specially
if (!mobile.IsMoving && State == AnimationState.Moving)
if ((State == AnimationState.Moving || wasProne != Prone) && !mobile.IsMoving)
{
State = AnimationState.Waiting;
anim.Play("stand");
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
}
else if (State != AnimationState.Moving && mobile.IsMoving)
else if ((State != AnimationState.Moving || wasProne != Prone) && mobile.IsMoving)
{
State = AnimationState.Moving;
anim.PlayRepeating(Panicked ? "panic-run" : "run");
anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
}
wasProne = Prone;
}
public void TickIdle(Actor self)
{
if (State != AnimationState.Idle)
{
anim.Play("stand");
anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
State = AnimationState.Idle;
}
}