Make WithTurretAimAnimation conditional
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public class WithTurretAimAnimationInfo : ITraitInfo, Requires<WithSpriteTurretInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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public class WithTurretAimAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteTurretInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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@@ -28,19 +28,27 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Shown while reloading.")]
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[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
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public object Create(ActorInitializer init) { return new WithTurretAimAnimation(init, this); }
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public override object Create(ActorInitializer init) { return new WithTurretAimAnimation(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var turretAttackAnim = ai.TraitInfos<WithTurretAttackAnimationInfo>().Any(t => t.Turret == Turret);
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if (turretAttackAnim)
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throw new YamlException("WithTurretAimAnimation is currently not compatible with WithTurretAttackAnimation.");
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base.RulesetLoaded(rules, ai);
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}
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}
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public class WithTurretAimAnimation : ITick
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public class WithTurretAimAnimation : ConditionalTrait<WithTurretAimAnimationInfo>, ITick
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{
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readonly WithTurretAimAnimationInfo info;
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readonly AttackBase attack;
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readonly Armament armament;
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readonly WithSpriteTurret wst;
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public WithTurretAimAnimation(ActorInitializer init, WithTurretAimAnimationInfo info)
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: base(info)
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{
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this.info = info;
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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@@ -50,14 +58,14 @@ namespace OpenRA.Mods.Common.Traits.Render
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void ITick.Tick(Actor self)
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{
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if (string.IsNullOrEmpty(info.Sequence) && string.IsNullOrEmpty(info.ReloadPrefix))
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if (IsTraitDisabled)
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return;
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var sequence = wst.Info.Sequence;
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if (!string.IsNullOrEmpty(info.Sequence) && attack.IsAiming)
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sequence = info.Sequence;
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if (!string.IsNullOrEmpty(Info.Sequence) && attack.IsAiming)
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sequence = Info.Sequence;
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var prefix = (armament.IsReloading && !string.IsNullOrEmpty(info.ReloadPrefix)) ? info.ReloadPrefix : "";
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var prefix = (armament.IsReloading && !string.IsNullOrEmpty(Info.ReloadPrefix)) ? Info.ReloadPrefix : "";
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if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
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sequence = prefix + sequence;
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