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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#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.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class MergeRearmAndRepairAnimation : UpdateRule
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{
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public override string Name { get { return "WithRearmAnimation and WithRepairAnimation were merged to WithResupplyAnimation"; } }
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public override string Description
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{
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get
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{
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return "The WithRearmAnimation and WithRepairAnimation traits were merged intto a single\n" +
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"WithResupplyAnimation trait.";
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}
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}
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bool displayedMessage;
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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var message = "If an actor had both a WithRearmAnimation and a WithRepairAnimation\n"
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+ "or multiple traits of either type, you may want to check the update results for possible\n"
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+ "redundant entries.\n";
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if (!displayedMessage)
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yield return message;
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displayedMessage = true;
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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var rearmAnims = actorNode.ChildrenMatching("WithRearmAnimation");
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var repairAnims = actorNode.ChildrenMatching("WithRepairAnimation");
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var rearmAnimsTotal = rearmAnims.Count();
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var repairAnimsTotal = repairAnims.Count();
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if (rearmAnimsTotal == 0 && repairAnimsTotal == 0)
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yield break;
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else if (rearmAnimsTotal == 1 && repairAnimsTotal == 0)
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foreach (var rearmAnim in rearmAnims)
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rearmAnim.RenameKey("WithResupplyAnimation");
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else if (rearmAnimsTotal == 0 && repairAnimsTotal == 1)
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foreach (var repairAnim in repairAnims)
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repairAnim.RenameKey("WithResupplyAnimation");
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else if (rearmAnimsTotal == 1 && repairAnimsTotal == 1)
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{
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var rearmAnim = rearmAnims.First();
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var repairAnim = repairAnims.First();
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var rearmSequence = rearmAnim.LastChildMatching("Sequence");
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var rearmBody = rearmAnim.LastChildMatching("Body");
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var repairSequence = repairAnim.LastChildMatching("Sequence");
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var repairBody = repairAnim.LastChildMatching("Body");
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var matchingSequences = (rearmSequence == null && repairSequence == null)
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|| (rearmSequence != null && repairSequence != null && rearmSequence.Value.Value == repairSequence.Value.Value);
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var matchingBodies = (rearmBody == null && repairBody == null)
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|| (rearmBody != null && repairBody != null && rearmBody.Value.Value == repairBody.Value.Value);
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// If neither animation strays from the default values, we can safely merge them
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if (matchingSequences && matchingBodies)
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{
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rearmAnim.RenameKey("WithResupplyAnimation");
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actorNode.RemoveNode(repairAnim);
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}
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else
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{
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rearmAnim.RenameKey("WithResupplyAnimation@Rearm", false, true);
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repairAnim.RenameKey("WithResupplyAnimation@Repair", false, true);
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}
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}
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else
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{
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// If we got here, we have more than one of at least one of the two animation traits.
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var rearmAnimCount = 0;
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foreach (var rearmAnim in rearmAnims)
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{
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++rearmAnimCount;
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rearmAnim.RenameKey("WithResupplyAnimation@Rearm" + rearmAnimCount.ToString(), false, true);
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var playOnRearmNode = new MiniYamlNode("PlayAnimationOn", "Rearm");
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rearmAnim.AddNode(playOnRearmNode);
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}
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var repairAnimCount = 0;
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foreach (var repairAnim in repairAnims)
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{
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++repairAnimCount;
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repairAnim.RenameKey("WithResupplyAnimation@Repair" + repairAnimCount.ToString(), false, true);
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var playOnRepairNode = new MiniYamlNode("PlayAnimationOn", "Repair");
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repairAnim.AddNode(playOnRepairNode);
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}
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}
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yield break;
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}
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}
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}
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@@ -91,6 +91,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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// Bleed only changes here
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new RenameEditorTilesetFilter(),
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new DefineNotificationDefaults(),
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new MergeRearmAndRepairAnimation(),
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})
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};
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