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
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<WithSpriteBody>();
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
var building = self.TraitOrDefault<Building>();
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);
});
}