Merge repair and rearm anim traits into WithResupplyAnimation
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types. The new trait will simply play a looping animation as long as the actor is resupplying in any form.
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OpenRA.Mods.Common/Traits/Render/WithResupplyAnimation.cs
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OpenRA.Mods.Common/Traits/Render/WithResupplyAnimation.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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 System;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Flags]
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public enum ResupplyType
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{
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Rearm = 1,
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Repair = 2
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}
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[Desc("Replaces the default animation when actor resupplies a unit.")]
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public class WithResupplyAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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[Desc("Which sprite body to play the animation on.")]
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public readonly string Body = "body";
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[Desc("Events leading to the animation getting played. Possible values currently are: Rearm, Repair.")]
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public readonly ResupplyType PlayAnimationOn = ResupplyType.Rearm | ResupplyType.Repair;
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public override object Create(ActorInitializer init) { return new WithResupplyAnimation(init.Self, this); }
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}
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public class WithResupplyAnimation : ConditionalTrait<WithResupplyAnimationInfo>, INotifyRepair, INotifyRearm, INotifyBuildComplete, INotifySold, ITick
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{
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readonly WithSpriteBody spriteBody;
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bool buildComplete;
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bool animPlaying;
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bool repairing;
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bool rearming;
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public WithResupplyAnimation(Actor self, WithResupplyAnimationInfo info)
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: base(info)
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{
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spriteBody = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
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}
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void ITick.Tick(Actor self)
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{
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if (!buildComplete || IsTraitDisabled)
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return;
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if (!animPlaying
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&& ((repairing && Info.PlayAnimationOn.HasFlag(ResupplyType.Repair))
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|| (rearming && Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm))))
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{
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spriteBody.PlayCustomAnimationRepeating(self, Info.Sequence);
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animPlaying = true;
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}
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else if (animPlaying
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&& (!repairing || !Info.PlayAnimationOn.HasFlag(ResupplyType.Repair))
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&& (!rearming || !Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm)))
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{
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spriteBody.CancelCustomAnimation(self);
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animPlaying = false;
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}
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}
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void INotifyRepair.BeforeRepair(Actor self, Actor target)
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{
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repairing = true;
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}
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void INotifyRepair.RepairTick(Actor self, Actor target) { }
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void INotifyRepair.AfterRepair(Actor self, Actor target)
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{
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repairing = false;
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}
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void INotifyRearm.RearmingStarted(Actor self, Actor target)
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{
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rearming = true;
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}
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void INotifyRearm.Rearming(Actor self, Actor target) { }
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void INotifyRearm.RearmingFinished(Actor self, Actor target)
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{
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rearming = false;
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}
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifySold.Sold(Actor self) { }
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}
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}
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