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);
+ }
+ }
+}