infantry that sortof work
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61
OpenRa.Game/Traits/RenderInfantry.cs
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61
OpenRa.Game/Traits/RenderInfantry.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Traits
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{
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class RenderInfantry : RenderSimple, INotifyAttack
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{
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public RenderInfantry(Actor self)
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: base(self)
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{
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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}
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bool ChooseMoveAnim(Actor self)
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{
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if (!(self.GetCurrentActivity() is Activities.Move))
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return false;
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var mobile = self.traits.Get<Mobile>();
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if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
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var dir = Util.QuantizeFacing(self.traits.Get<Unit>().Facing, 8);
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if (anim.CurrentSequence.Name.StartsWith("run-"))
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anim.ReplaceAnim("run-" + dir);
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else
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anim.PlayRepeating("run-" + dir);
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return true;
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}
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bool inAttack = false;
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public void Attacking(Actor self)
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{
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var dir = Util.QuantizeFacing(self.traits.Get<Unit>().Facing, 8);
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inAttack = true;
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anim.PlayThen("shoot-" + dir, () => inAttack = false);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (inAttack) return;
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if (ChooseMoveAnim(self)) return;
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/* todo: idle anims, etc */
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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}
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public override IEnumerable<Tuple<Sprite, float2, int>> Render(Actor self)
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{
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yield return Util.Centered(self, anim.Image, self.CenterLocation);
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}
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}
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}
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