diff --git a/OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.cs b/OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.cs index 0382db908c..be03da03e6 100644 --- a/OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.cs +++ b/OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.cs @@ -9,6 +9,7 @@ */ #endregion +using System; using OpenRA.Activities; using OpenRA.Traits; @@ -20,36 +21,79 @@ namespace OpenRA.Mods.Common.Traits.Render [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "make"; + [GrantedConditionReference] + [Desc("The condition to grant to self while the make animation is playing.")] + public readonly string Condition = null; + public object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); } } - public class WithMakeAnimation + public class WithMakeAnimation : INotifyCreated { readonly WithMakeAnimationInfo info; readonly WithSpriteBody wsb; + ConditionManager conditionManager; + int token = ConditionManager.InvalidConditionToken; + public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info) { this.info = info; var self = init.Self; wsb = self.Trait(); + } + void INotifyCreated.Created(Actor self) + { + conditionManager = self.TraitOrDefault(); var building = self.TraitOrDefault(); if (building != null && !building.SkipMakeAnimation) + Forward(self, () => building.NotifyBuildingComplete(self)); + } + + void Forward(Actor self, Action onComplete) + { + if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken) + token = conditionManager.GrantCondition(self, info.Condition); + + wsb.PlayCustomAnimation(self, info.Sequence, () => { - wsb.PlayCustomAnimation(self, info.Sequence, () => - { - building.NotifyBuildingComplete(self); - }); - } + if (token != ConditionManager.InvalidConditionToken) + token = conditionManager.RevokeCondition(self, token); + + // TODO: Rewrite this to use a trait notification for save game support + onComplete(); + }); + } + + void Reverse(Actor self, Action onComplete) + { + if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken) + token = conditionManager.GrantCondition(self, info.Condition); + + wsb.PlayCustomAnimationBackwards(self, info.Sequence, () => + { + if (token != ConditionManager.InvalidConditionToken) + token = conditionManager.RevokeCondition(self, token); + + // TODO: Rewrite this to use a trait notification for save game support + onComplete(); + }); } public void Reverse(Actor self, Activity activity, bool queued = true) { - wsb.PlayCustomAnimationBackwards(self, info.Sequence, () => + Reverse(self, () => { - // avoids visual glitches as we wait for the actor to get destroyed + // HACK: The actor remains alive and active for one tick before the followup activity + // (sell/transform/etc) runs. This causes visual glitches that we attempt to minimize + // by forcing the animation to frame 0 and regranting the make condition. + // These workarounds will break the actor if the followup activity doesn't dispose it! wsb.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0); + + if (conditionManager != null && !string.IsNullOrEmpty(info.Condition)) + token = conditionManager.GrantCondition(self, info.Condition); + self.QueueActivity(queued, activity); }); }