Merge Mods.TS into Mods.Cnc
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70
OpenRA.Mods.Cnc/Activities/VoxelHarvesterDockSequence.cs
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70
OpenRA.Mods.Cnc/Activities/VoxelHarvesterDockSequence.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Cnc.Traits.Render;
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using OpenRA.Mods.Common.Activities;
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namespace OpenRA.Mods.Cnc.Activities
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{
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public class VoxelHarvesterDockSequence : HarvesterDockSequence
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{
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readonly WithVoxelUnloadBody body;
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readonly WithDockingOverlay spriteOverlay;
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public VoxelHarvesterDockSequence(Actor self, Actor refinery, int dockAngle, bool isDragRequired, WVec dragOffset, int dragLength)
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: base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength)
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{
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body = self.Trait<WithVoxelUnloadBody>();
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spriteOverlay = refinery.TraitOrDefault<WithDockingOverlay>();
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}
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public override Activity OnStateDock(Actor self)
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{
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body.Docked = true;
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if (spriteOverlay != null && !spriteOverlay.Visible)
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{
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spriteOverlay.Visible = true;
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spriteOverlay.WithOffset.Animation.PlayThen(spriteOverlay.Info.Sequence, () => {
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dockingState = DockingState.Loop;
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spriteOverlay.Visible = false;
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});
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}
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else
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dockingState = DockingState.Loop;
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return this;
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}
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public override Activity OnStateUndock(Actor self)
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{
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dockingState = DockingState.Wait;
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if (spriteOverlay != null && !spriteOverlay.Visible)
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{
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spriteOverlay.Visible = true;
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spriteOverlay.WithOffset.Animation.PlayBackwardsThen(spriteOverlay.Info.Sequence, () => {
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dockingState = DockingState.Complete;
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body.Docked = false;
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spriteOverlay.Visible = false;
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});
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}
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else
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{
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dockingState = DockingState.Complete;
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body.Docked = false;
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}
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return this;
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}
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}
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}
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