Add support for granting a condition while the make animation plays.

This commit is contained in:
Paul Chote
2017-04-22 15:59:28 +00:00
parent 2b9b9bb984
commit 62603b324d

View File

@@ -9,6 +9,7 @@
*/ */
#endregion #endregion
using System;
using OpenRA.Activities; using OpenRA.Activities;
using OpenRA.Traits; using OpenRA.Traits;
@@ -20,36 +21,79 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Sequence name to use")] [Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "make"; [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 object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); }
} }
public class WithMakeAnimation public class WithMakeAnimation : INotifyCreated
{ {
readonly WithMakeAnimationInfo info; readonly WithMakeAnimationInfo info;
readonly WithSpriteBody wsb; readonly WithSpriteBody wsb;
ConditionManager conditionManager;
int token = ConditionManager.InvalidConditionToken;
public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info) public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info)
{ {
this.info = info; this.info = info;
var self = init.Self; var self = init.Self;
wsb = self.Trait<WithSpriteBody>(); wsb = self.Trait<WithSpriteBody>();
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
var building = self.TraitOrDefault<Building>(); var building = self.TraitOrDefault<Building>();
if (building != null && !building.SkipMakeAnimation) 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, () => if (token != ConditionManager.InvalidConditionToken)
{ token = conditionManager.RevokeCondition(self, token);
building.NotifyBuildingComplete(self);
}); // 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) 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); wsb.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0);
if (conditionManager != null && !string.IsNullOrEmpty(info.Condition))
token = conditionManager.GrantCondition(self, info.Condition);
self.QueueActivity(queued, activity); self.QueueActivity(queued, activity);
}); });
} }