Added WithAttackAnimation trait

Interacts with WithUnitBody.

Upgrade rule for RenderUnitReload -> RenderSprites + WithUnitBody + WithAttackAnimation

Use WithAttackAnimation for RA V2 launcher
Remove RenderUnitReload
This commit is contained in:
reaperrr
2015-05-11 02:16:37 +02:00
parent b21ca9b7e7
commit 4d79cce491
6 changed files with 102 additions and 57 deletions

View File

@@ -88,7 +88,6 @@
<Compile Include="Traits\Render\RenderJammerCircle.cs" />
<Compile Include="Traits\Render\RenderLandingCraft.cs" />
<Compile Include="Traits\Render\RenderShroudCircle.cs" />
<Compile Include="Traits\Render\RenderUnitReload.cs" />
<Compile Include="Traits\SupportPowers\ChronoshiftPower.cs" />
<Compile Include="Traits\SupportPowers\GpsPower.cs" />
<Compile Include="Traits\SupportPowers\ParatroopersPower.cs" />

View File

@@ -1,55 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Traits
{
class RenderUnitReloadInfo : RenderUnitInfo, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
{
[Desc("Armament name")]
public readonly string Armament = "primary";
[Desc("Displayed while targeting.")]
public readonly string AimSequence = "aim";
[Desc("Shown while reloading.")]
public readonly string EmptyPrefix = "empty-";
public override object Create(ActorInitializer init) { return new RenderUnitReload(init, this); }
}
class RenderUnitReload : RenderUnit
{
readonly AttackBase attack;
readonly Armament armament;
readonly RenderUnitReloadInfo info;
public RenderUnitReload(ActorInitializer init, RenderUnitReloadInfo info)
: base(init, info)
{
this.info = info;
attack = init.Self.Trait<AttackBase>();
armament = init.Self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == info.Armament);
}
public override void Tick(Actor self)
{
var sequence = (armament.IsReloading ? info.EmptyPrefix : "") + (attack.IsAttacking ? info.AimSequence : info.Sequence);
if (sequence != DefaultAnimation.CurrentSequence.Name)
DefaultAnimation.ReplaceAnim(sequence);
base.Tick(self);
}
}
}