Make WithTurretAimAnimation conditional

This commit is contained in:
reaperrr
2017-09-16 20:52:32 +02:00
committed by abcdefg30
parent 76da40bbda
commit 769a49ef0b

View File

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