Split *AimAnimation from WithTurretAttackAnimation
These two didn't interact and actually even conflicted when used at the same time, so splitting them is the sensible thing to do.
This commit is contained in:
68
OpenRA.Mods.Common/Traits/Render/WithTurretAimAnimation.cs
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68
OpenRA.Mods.Common/Traits/Render/WithTurretAimAnimation.cs
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@@ -0,0 +1,68 @@
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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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public class WithTurretAimAnimationInfo : ITraitInfo, Requires<WithSpriteTurretInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[Desc("Turret name")]
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public readonly string Turret = "primary";
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[Desc("Displayed while targeting.")]
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[SequenceReference] public readonly string Sequence = null;
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[Desc("Shown while reloading.")]
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[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
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public object Create(ActorInitializer init) { return new WithTurretAimAnimation(init, this); }
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}
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public class WithTurretAimAnimation : ITick
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{
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readonly WithTurretAimAnimationInfo info;
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readonly AttackBase attack;
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readonly Armament armament;
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readonly WithSpriteTurret wst;
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public WithTurretAimAnimation(ActorInitializer init, WithTurretAimAnimationInfo info)
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{
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this.info = info;
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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wst = init.Self.TraitsImplementing<WithSpriteTurret>()
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.Single(st => st.Info.Turret == info.Turret);
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}
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void ITick.Tick(Actor self)
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{
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if (string.IsNullOrEmpty(info.Sequence) && string.IsNullOrEmpty(info.ReloadPrefix))
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return;
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var sequence = wst.Info.Sequence;
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if (!string.IsNullOrEmpty(info.Sequence) && attack.IsAiming)
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sequence = info.Sequence;
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var prefix = (armament.IsReloading && !string.IsNullOrEmpty(info.ReloadPrefix)) ? info.ReloadPrefix : "";
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if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
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sequence = prefix + sequence;
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wst.DefaultAnimation.ReplaceAnim(sequence);
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}
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}
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}
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public class WithTurretAttackAnimationInfo : ITraitInfo, Requires<WithSpriteTurretInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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public class WithTurretAttackAnimationInfo : ITraitInfo, Requires<WithSpriteTurretInfo>, Requires<ArmamentInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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@@ -23,13 +23,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly string Turret = "primary";
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[Desc("Displayed while attacking.")]
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[SequenceReference] public readonly string AttackSequence = null;
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[Desc("Displayed while targeting.")]
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[SequenceReference] public readonly string AimSequence = null;
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[Desc("Shown while reloading.")]
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[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
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[SequenceReference] public readonly string Sequence = null;
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[Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")]
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public readonly int Delay = 0;
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@@ -43,8 +37,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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public class WithTurretAttackAnimation : ITick, INotifyAttack
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{
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readonly WithTurretAttackAnimationInfo info;
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readonly AttackBase attack;
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readonly Armament armament;
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readonly WithSpriteTurret wst;
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int tick;
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@@ -52,21 +44,21 @@ namespace OpenRA.Mods.Common.Traits.Render
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public WithTurretAttackAnimation(ActorInitializer init, WithTurretAttackAnimationInfo info)
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{
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this.info = info;
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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wst = init.Self.TraitsImplementing<WithSpriteTurret>()
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.Single(st => st.Info.Turret == info.Turret);
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}
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void PlayAttackAnimation(Actor self)
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{
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if (!string.IsNullOrEmpty(info.AttackSequence))
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wst.PlayCustomAnimation(self, info.AttackSequence);
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if (!string.IsNullOrEmpty(info.Sequence))
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wst.PlayCustomAnimation(self, info.Sequence);
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a.Info.Name != info.Armament)
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return;
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if (info.DelayRelativeTo == AttackDelayType.Attack)
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{
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if (info.Delay > 0)
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@@ -78,6 +70,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
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{
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if (a.Info.Name != info.Armament)
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return;
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if (info.DelayRelativeTo == AttackDelayType.Preparation)
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{
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if (info.Delay > 0)
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@@ -91,20 +86,6 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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if (info.Delay > 0 && --tick == 0)
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PlayAttackAnimation(self);
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if (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
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return;
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var sequence = wst.Info.Sequence;
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if (!string.IsNullOrEmpty(info.AimSequence) && attack.IsAiming)
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sequence = info.AimSequence;
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var prefix = (armament.IsReloading && !string.IsNullOrEmpty(info.ReloadPrefix)) ? info.ReloadPrefix : "";
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if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
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sequence = prefix + sequence;
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wst.DefaultAnimation.ReplaceAnim(sequence);
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}
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}
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}
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