diff --git a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj index 1d05253fa4..386970d921 100644 --- a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj +++ b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj @@ -407,6 +407,7 @@ + diff --git a/OpenRA.Mods.Common/Traits/Render/WithSpriteTurret.cs b/OpenRA.Mods.Common/Traits/Render/WithSpriteTurret.cs index 6bce8319b9..c7add06925 100644 --- a/OpenRA.Mods.Common/Traits/Render/WithSpriteTurret.cs +++ b/OpenRA.Mods.Common/Traits/Render/WithSpriteTurret.cs @@ -139,6 +139,21 @@ namespace OpenRA.Mods.Common.Traits.Render Tick(self); } + public void PlayCustomAnimation(Actor self, string name, Action after = null) + { + DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => + { + DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence)); + if (after != null) + after(); + }); + } + + public void CancelCustomAnimation(Actor self) + { + DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); + } + void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; } void INotifySold.Selling(Actor self) { buildComplete = false; } void INotifySold.Sold(Actor self) { } diff --git a/OpenRA.Mods.Common/Traits/Render/WithTurretedAttackAnimation.cs b/OpenRA.Mods.Common/Traits/Render/WithTurretedAttackAnimation.cs new file mode 100644 index 0000000000..f1bcfc5978 --- /dev/null +++ b/OpenRA.Mods.Common/Traits/Render/WithTurretedAttackAnimation.cs @@ -0,0 +1,110 @@ +#region Copyright & License Information +/* + * Copyright 2007-2017 The OpenRA Developers (see AUTHORS) + * This file is part of OpenRA, which is free software. It is made + * available to you under the terms of the GNU General Public License + * as published by the Free Software Foundation, either version 3 of + * the License, or (at your option) any later version. For more + * information, see COPYING. + */ +#endregion + +using System.Linq; +using OpenRA.Traits; + +namespace OpenRA.Mods.Common.Traits.Render +{ + public class WithTurretedAttackAnimationInfo : ITraitInfo, Requires, Requires, Requires + { + [Desc("Armament name")] + public readonly string Armament = "primary"; + + [Desc("Turret name")] + public readonly string Turret = "primary"; + + [Desc("Displayed while attacking.")] + [SequenceReference] public readonly string AttackSequence = null; + + [Desc("Displayed while targeting.")] + [SequenceReference] public readonly string AimSequence = null; + + [Desc("Shown while reloading.")] + [SequenceReference(null, true)] public readonly string ReloadPrefix = null; + + [Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")] + public readonly int Delay = 0; + + [Desc("Should the animation be delayed relative to preparation or actual attack?")] + public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation; + + public object Create(ActorInitializer init) { return new WithTurretedAttackAnimation(init, this); } + } + + public class WithTurretedAttackAnimation : ITick, INotifyAttack + { + readonly WithTurretedAttackAnimationInfo info; + readonly AttackBase attack; + readonly Armament armament; + readonly WithSpriteTurret wst; + + int tick; + + public WithTurretedAttackAnimation(ActorInitializer init, WithTurretedAttackAnimationInfo info) + { + this.info = info; + attack = init.Self.Trait(); + armament = init.Self.TraitsImplementing() + .Single(a => a.Info.Name == info.Armament); + wst = init.Self.TraitsImplementing() + .Single(st => st.Info.Turret == info.Turret); + } + + void PlayAttackAnimation(Actor self) + { + if (!string.IsNullOrEmpty(info.AttackSequence)) + wst.PlayCustomAnimation(self, info.AttackSequence, () => wst.CancelCustomAnimation(self)); + } + + void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) + { + if (info.DelayRelativeTo == AttackDelayType.Attack) + { + if (info.Delay > 0) + tick = info.Delay; + else + PlayAttackAnimation(self); + } + } + + void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) + { + if (info.DelayRelativeTo == AttackDelayType.Preparation) + { + if (info.Delay > 0) + tick = info.Delay; + else + PlayAttackAnimation(self); + } + } + + void ITick.Tick(Actor self) + { + if (info.Delay > 0 && --tick == 0) + PlayAttackAnimation(self); + + if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix)) + return; + + var sequence = wst.Info.Sequence; + if (!string.IsNullOrEmpty(info.AimSequence) && attack.IsAttacking) + sequence = info.AimSequence; + + var prefix = (armament.IsReloading && !string.IsNullOrEmpty(info.ReloadPrefix)) ? info.ReloadPrefix : ""; + + if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence)) + sequence = prefix + sequence; + + wst.DefaultAnimation.ReplaceAnim(sequence); + } + } +}