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 @@
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<Compile Include="Traits\Render\WithBarrel.cs" />
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<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
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<Compile Include="Traits\Render\WithActiveAnimation.cs" />
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<Compile Include="Traits\Render\WithAttackAnimation.cs" />
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<Compile Include="Traits\Render\WithBuildingPlacedAnimation.cs" />
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<Compile Include="Traits\Render\WithMakeAnimation.cs" />
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<Compile Include="Traits\Render\WithChargeOverlay.cs" />
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73
OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
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73
OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
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@@ -0,0 +1,73 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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public class WithAttackAnimationInfo : ITraitInfo, Requires<WithFacingSpriteBodyInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[Desc("Displayed while attacking.")]
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public readonly string AttackSequence = null;
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[Desc("Displayed while targeting.")]
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public readonly string AimSequence = null;
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[Desc("Shown while reloading.")]
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public readonly string ReloadPrefix = null;
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public object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
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}
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public class WithAttackAnimation : ITick, INotifyAttack
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{
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readonly WithAttackAnimationInfo info;
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readonly AttackBase attack;
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readonly Armament armament;
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readonly WithFacingSpriteBody wfsb;
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public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
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{
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this.info = info;
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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wfsb = init.Self.Trait<WithFacingSpriteBody>();
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (!string.IsNullOrEmpty(info.AttackSequence))
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wfsb.PlayCustomAnimation(self, info.AttackSequence);
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}
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public void Tick(Actor self)
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{
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if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
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return;
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var sequence = wfsb.Info.Sequence;
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if (!string.IsNullOrEmpty(info.AimSequence) && attack.IsAttacking)
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sequence = info.AimSequence;
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var prefix = (armament.IsReloading && !string.IsNullOrEmpty(info.ReloadPrefix)) ? info.ReloadPrefix : "";
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if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
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sequence = prefix + sequence;
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wfsb.DefaultAnimation.ReplaceAnim(sequence);
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}
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}
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}
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@@ -1045,6 +1045,27 @@ namespace OpenRA.Mods.Common.UtilityCommands
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if (rru != null)
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rru.Key = "-WithFacingSpriteBody";
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}
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// For RenderUnitReload
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var rur = node.Value.Nodes.Where(x => x.Key == "RenderUnitReload");
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if (rur.Any())
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{
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rur.Do(x => x.Key = "RenderSprites");
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node.Value.Nodes.Add(new MiniYamlNode("AutoSelectionSize", ""));
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node.Value.Nodes.Add(new MiniYamlNode("WithFacingSpriteBody", "", new List<MiniYamlNode>
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{
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new MiniYamlNode("Sequence", "idle")
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}));
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node.Value.Nodes.Add(new MiniYamlNode("WithAttackAnimation", "", new List<MiniYamlNode>
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{
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new MiniYamlNode("AimSequence", "aim"),
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new MiniYamlNode("ReloadPrefix", "empty-")
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}));
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var rrur = node.Value.Nodes.FirstOrDefault(n => n.Key == "-RenderUnitReload");
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if (rrur != null)
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rrur.Key = "-WithFacingSpriteBody";
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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@@ -88,7 +88,6 @@
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<Compile Include="Traits\Render\RenderJammerCircle.cs" />
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<Compile Include="Traits\Render\RenderLandingCraft.cs" />
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<Compile Include="Traits\Render\RenderShroudCircle.cs" />
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<Compile Include="Traits\Render\RenderUnitReload.cs" />
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<Compile Include="Traits\SupportPowers\ChronoshiftPower.cs" />
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<Compile Include="Traits\SupportPowers\GpsPower.cs" />
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<Compile Include="Traits\SupportPowers\ParatroopersPower.cs" />
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@@ -1,55 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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class RenderUnitReloadInfo : RenderUnitInfo, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[Desc("Displayed while targeting.")]
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public readonly string AimSequence = "aim";
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[Desc("Shown while reloading.")]
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public readonly string EmptyPrefix = "empty-";
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public override object Create(ActorInitializer init) { return new RenderUnitReload(init, this); }
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}
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class RenderUnitReload : RenderUnit
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{
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readonly AttackBase attack;
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readonly Armament armament;
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readonly RenderUnitReloadInfo info;
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public RenderUnitReload(ActorInitializer init, RenderUnitReloadInfo info)
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: base(init, info)
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{
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this.info = info;
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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}
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public override void Tick(Actor self)
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{
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var sequence = (armament.IsReloading ? info.EmptyPrefix : "") + (attack.IsAttacking ? info.AimSequence : info.Sequence);
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if (sequence != DefaultAnimation.CurrentSequence.Name)
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DefaultAnimation.ReplaceAnim(sequence);
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base.Tick(self);
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}
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}
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}
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@@ -20,11 +20,17 @@ V2RL:
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Armament:
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Weapon: SCUD
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AttackFrontal:
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RenderUnitReload:
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RenderSprites:
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AutoTarget:
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Explodes:
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Weapon: SCUD
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EmptyWeapon: UnitExplodeSmall
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AutoSelectionSize:
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WithFacingSpriteBody:
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Sequence: idle
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WithAttackAnimation:
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AimSequence: aim
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ReloadPrefix: empty-
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1TNK:
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Inherits: ^Tank
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