Add plumbing for notifying traits of movement

More precisely, about start and stop of movement.
This commit is contained in:
reaperrr
2018-08-26 13:49:23 +02:00
committed by Paul Chote
parent 32ab822786
commit a10af382b4
15 changed files with 102 additions and 84 deletions

View File

@@ -19,7 +19,6 @@ namespace OpenRA.Mods.Common.Activities
public class Drag : Activity
{
readonly IPositionable positionable;
readonly IMove movement;
readonly IDisabledTrait disableable;
WPos start, end;
int length;
@@ -28,8 +27,7 @@ namespace OpenRA.Mods.Common.Activities
public Drag(Actor self, WPos start, WPos end, int length)
{
positionable = self.Trait<IPositionable>();
movement = self.TraitOrDefault<IMove>();
disableable = movement as IDisabledTrait;
disableable = self.TraitOrDefault<IMove>() as IDisabledTrait;
this.start = start;
this.end = end;
this.length = length;
@@ -47,15 +45,7 @@ namespace OpenRA.Mods.Common.Activities
positionable.SetVisualPosition(self, pos);
if (++ticks >= length)
{
if (movement != null)
movement.IsMoving = false;
return NextActivity;
}
if (movement != null)
movement.IsMoving = true;
return this;
}

View File

@@ -188,18 +188,7 @@ namespace OpenRA.Mods.Common.Activities
{
path.Add(nextCell.Value.First);
// If Mobile.Info.AlwaysConsiderTurnAsMove is true, we consider Turn as movement regardless of facing delta size.
// IsMoving is then set back to false in Turn.OnLastRun.
// This is needed for actors that want to display their movement animation during turns (walker units, for example).
mobile.IsMoving = mobile.Info.AlwaysConsiderTurnAsMove;
// HACK: To fix visual hiccups on actors with move animations during "L-turn to next part of movement" transitions
// or invisible mini-turns (due to less sprite facings than internal facings), we set IsMoving to 'true' during Turn activity
// when the facing delta is low enough to be covered with a single Turn tick.
// To avoid issues, we also make these mini-turns uninterruptible (like MovePart activities) to ensure the actor
// finishes that mini-turn before starting something else.
var facingWithinTolerance = Util.FacingWithinTolerance(mobile.Facing, firstFacing, mobile.TurnSpeed);
QueueChild(self, new Turn(self, firstFacing, facingWithinTolerance, !facingWithinTolerance), true);
QueueChild(self, new Turn(self, firstFacing), true);
return this;
}
@@ -337,7 +326,6 @@ namespace OpenRA.Mods.Common.Activities
return this;
var ret = InnerTick(self, Move.mobile);
Move.mobile.IsMoving = ret is MovePart;
if (moveFraction > MoveFractionTotal)
moveFraction = MoveFractionTotal;

View File

@@ -33,7 +33,6 @@ namespace OpenRA.Mods.Common.Activities
protected override void OnFirstRun(Actor self)
{
targetStartPos = target.Positions.PositionClosestTo(self.CenterPosition);
mobile.IsMoving = true;
}
public override Activity Tick(Actor self)
@@ -84,11 +83,6 @@ namespace OpenRA.Mods.Common.Activities
return this;
}
protected override void OnLastRun(Actor self)
{
mobile.IsMoving = false;
}
public override IEnumerable<Target> GetTargets(Actor self)
{
yield return target;