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:
@@ -387,6 +387,7 @@
|
|||||||
<Compile Include="Traits\Render\WithBarrel.cs" />
|
<Compile Include="Traits\Render\WithBarrel.cs" />
|
||||||
<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
|
<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
|
||||||
<Compile Include="Traits\Render\WithActiveAnimation.cs" />
|
<Compile Include="Traits\Render\WithActiveAnimation.cs" />
|
||||||
|
<Compile Include="Traits\Render\WithAttackAnimation.cs" />
|
||||||
<Compile Include="Traits\Render\WithBuildingPlacedAnimation.cs" />
|
<Compile Include="Traits\Render\WithBuildingPlacedAnimation.cs" />
|
||||||
<Compile Include="Traits\Render\WithMakeAnimation.cs" />
|
<Compile Include="Traits\Render\WithMakeAnimation.cs" />
|
||||||
<Compile Include="Traits\Render\WithChargeOverlay.cs" />
|
<Compile Include="Traits\Render\WithChargeOverlay.cs" />
|
||||||
|
|||||||
73
OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
Normal file
73
OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
#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
|
||||||
|
{
|
||||||
|
public class WithAttackAnimationInfo : ITraitInfo, Requires<WithFacingSpriteBodyInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
|
||||||
|
{
|
||||||
|
[Desc("Armament name")]
|
||||||
|
public readonly string Armament = "primary";
|
||||||
|
|
||||||
|
[Desc("Displayed while attacking.")]
|
||||||
|
public readonly string AttackSequence = null;
|
||||||
|
|
||||||
|
[Desc("Displayed while targeting.")]
|
||||||
|
public readonly string AimSequence = null;
|
||||||
|
|
||||||
|
[Desc("Shown while reloading.")]
|
||||||
|
public readonly string ReloadPrefix = null;
|
||||||
|
|
||||||
|
public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public class WithAttackAnimation : ITick, INotifyAttack
|
||||||
|
{
|
||||||
|
readonly WithAttackAnimationInfo info;
|
||||||
|
readonly AttackBase attack;
|
||||||
|
readonly Armament armament;
|
||||||
|
readonly WithFacingSpriteBody wfsb;
|
||||||
|
|
||||||
|
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
|
||||||
|
{
|
||||||
|
this.info = info;
|
||||||
|
attack = init.Self.Trait<AttackBase>();
|
||||||
|
armament = init.Self.TraitsImplementing<Armament>()
|
||||||
|
.Single(a => a.Info.Name == info.Armament);
|
||||||
|
wfsb = init.Self.Trait<WithFacingSpriteBody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||||
|
{
|
||||||
|
if (!string.IsNullOrEmpty(info.AttackSequence))
|
||||||
|
wfsb.PlayCustomAnimation(self, info.AttackSequence);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Tick(Actor self)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
|
||||||
|
return;
|
||||||
|
|
||||||
|
var sequence = wfsb.Info.Sequence;
|
||||||
|
if (!string.IsNullOrEmpty(info.AimSequence) && attack.IsAttacking)
|
||||||
|
sequence = info.AimSequence;
|
||||||
|
|
||||||
|
var prefix = (armament.IsReloading && !string.IsNullOrEmpty(info.ReloadPrefix)) ? info.ReloadPrefix : "";
|
||||||
|
|
||||||
|
if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
|
||||||
|
sequence = prefix + sequence;
|
||||||
|
|
||||||
|
wfsb.DefaultAnimation.ReplaceAnim(sequence);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1045,6 +1045,27 @@ namespace OpenRA.Mods.Common.UtilityCommands
|
|||||||
if (rru != null)
|
if (rru != null)
|
||||||
rru.Key = "-WithFacingSpriteBody";
|
rru.Key = "-WithFacingSpriteBody";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// For RenderUnitReload
|
||||||
|
var rur = node.Value.Nodes.Where(x => x.Key == "RenderUnitReload");
|
||||||
|
if (rur.Any())
|
||||||
|
{
|
||||||
|
rur.Do(x => x.Key = "RenderSprites");
|
||||||
|
node.Value.Nodes.Add(new MiniYamlNode("AutoSelectionSize", ""));
|
||||||
|
node.Value.Nodes.Add(new MiniYamlNode("WithFacingSpriteBody", "", new List<MiniYamlNode>
|
||||||
|
{
|
||||||
|
new MiniYamlNode("Sequence", "idle")
|
||||||
|
}));
|
||||||
|
node.Value.Nodes.Add(new MiniYamlNode("WithAttackAnimation", "", new List<MiniYamlNode>
|
||||||
|
{
|
||||||
|
new MiniYamlNode("AimSequence", "aim"),
|
||||||
|
new MiniYamlNode("ReloadPrefix", "empty-")
|
||||||
|
}));
|
||||||
|
|
||||||
|
var rrur = node.Value.Nodes.FirstOrDefault(n => n.Key == "-RenderUnitReload");
|
||||||
|
if (rrur != null)
|
||||||
|
rrur.Key = "-WithFacingSpriteBody";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
|
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
|
||||||
|
|||||||
@@ -88,7 +88,6 @@
|
|||||||
<Compile Include="Traits\Render\RenderJammerCircle.cs" />
|
<Compile Include="Traits\Render\RenderJammerCircle.cs" />
|
||||||
<Compile Include="Traits\Render\RenderLandingCraft.cs" />
|
<Compile Include="Traits\Render\RenderLandingCraft.cs" />
|
||||||
<Compile Include="Traits\Render\RenderShroudCircle.cs" />
|
<Compile Include="Traits\Render\RenderShroudCircle.cs" />
|
||||||
<Compile Include="Traits\Render\RenderUnitReload.cs" />
|
|
||||||
<Compile Include="Traits\SupportPowers\ChronoshiftPower.cs" />
|
<Compile Include="Traits\SupportPowers\ChronoshiftPower.cs" />
|
||||||
<Compile Include="Traits\SupportPowers\GpsPower.cs" />
|
<Compile Include="Traits\SupportPowers\GpsPower.cs" />
|
||||||
<Compile Include="Traits\SupportPowers\ParatroopersPower.cs" />
|
<Compile Include="Traits\SupportPowers\ParatroopersPower.cs" />
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -20,11 +20,17 @@ V2RL:
|
|||||||
Armament:
|
Armament:
|
||||||
Weapon: SCUD
|
Weapon: SCUD
|
||||||
AttackFrontal:
|
AttackFrontal:
|
||||||
RenderUnitReload:
|
RenderSprites:
|
||||||
AutoTarget:
|
AutoTarget:
|
||||||
Explodes:
|
Explodes:
|
||||||
Weapon: SCUD
|
Weapon: SCUD
|
||||||
EmptyWeapon: UnitExplodeSmall
|
EmptyWeapon: UnitExplodeSmall
|
||||||
|
AutoSelectionSize:
|
||||||
|
WithFacingSpriteBody:
|
||||||
|
Sequence: idle
|
||||||
|
WithAttackAnimation:
|
||||||
|
AimSequence: aim
|
||||||
|
ReloadPrefix: empty-
|
||||||
|
|
||||||
1TNK:
|
1TNK:
|
||||||
Inherits: ^Tank
|
Inherits: ^Tank
|
||||||
|
|||||||
Reference in New Issue
Block a user