Merge INotifyRearm/Repair into INotifyResupply
And streamline its notify methods. Also cache INotifyResupply traits at beginning of Resupply activity.
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@@ -14,6 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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// TODO: Refactor this trait into WithResupplyOverlay
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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@@ -38,10 +39,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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public override object Create(ActorInitializer init) { return new WithRepairOverlay(init.Self, this); }
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}
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public class WithRepairOverlay : PausableConditionalTrait<WithRepairOverlayInfo>, INotifyDamageStateChanged, INotifyRepair
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public class WithRepairOverlay : PausableConditionalTrait<WithRepairOverlayInfo>, INotifyDamageStateChanged, INotifyResupply
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{
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readonly Animation overlay;
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bool visible;
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bool repairing;
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public WithRepairOverlay(Actor self, WithRepairOverlayInfo info)
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: base(info)
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@@ -65,8 +67,12 @@ namespace OpenRA.Mods.Common.Traits.Render
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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void INotifyRepair.BeforeRepair(Actor self, Actor host)
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void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types)
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{
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repairing = types.HasFlag(ResupplyType.Repair);
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if (!repairing)
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return;
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if (Info.StartSequence != null)
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{
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visible = true;
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@@ -75,18 +81,18 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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void INotifyRepair.RepairTick(Actor self, Actor host)
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void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types)
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{
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if (Info.StartSequence == null)
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var wasRepairing = repairing;
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repairing = types.HasFlag(ResupplyType.Repair);
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if (repairing && Info.StartSequence == null && !visible)
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{
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visible = true;
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overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
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}
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}
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void INotifyRepair.AfterRepair(Actor self, Actor target)
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{
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if (Info.EndSequence != null)
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if (!repairing && wasRepairing && Info.EndSequence != null)
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{
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visible = true;
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overlay.PlayThen(Info.EndSequence, () => visible = false);
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