WithDamageOverlay refactor
Rename IdleSequence to StartSequence Allow WithDamageOverlay to loop multiple times. - unhardcode StartSequence and EndSequence - add inital delay to WithDamageOverlay - make WithDamageOverlay conditional .
This commit is contained in:
committed by
Gustas Kažukauskas
parent
3dcbdaa56e
commit
a2a7b30727
@@ -16,22 +16,30 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders an overlay when the actor is taking heavy damage.")]
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public class WithDamageOverlayInfo : TraitInfo, Requires<RenderSpritesInfo>, IRulesetLoaded
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public class WithDamageOverlayInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>
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{
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public readonly string Image = "smoke_m";
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[SequenceReference(nameof(Image))]
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public readonly string IdleSequence = "idle";
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public readonly string StartSequence = "";
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[SequenceReference(nameof(Image))]
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public readonly string LoopSequence = "loop";
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[SequenceReference(nameof(Image))]
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public readonly string EndSequence = "end";
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public readonly string EndSequence = "";
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[Desc("Position relative to the body orientation.")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("How many times should " + nameof(LoopSequence),
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" be played? A range can be provided to be randomly chosen from.")]
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public readonly int[] LoopCount = [2];
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[Desc("Initial delay before animation is enabled",
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"Two values indicate a random delay range.")]
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public readonly int[] InitialDelay = [0];
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name.")]
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public readonly string Palette = null;
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@@ -45,55 +53,110 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.")]
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public readonly DamageState MinimumDamageState = DamageState.Heavy;
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[Desc("Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.")]
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public readonly DamageState MaximumDamageState = DamageState.Dead;
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public override object Create(ActorInitializer init) { return new WithDamageOverlay(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo info)
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public override void RulesetLoaded(Ruleset rules, ActorInfo info)
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{
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if (Offset != WVec.Zero && !info.HasTraitInfo<BodyOrientationInfo>())
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throw new YamlException("Specifying WithDamageOverlay.Offset requires the BodyOrientation trait on the actor.");
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}
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}
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public class WithDamageOverlay : INotifyDamage, INotifyCreated
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public class WithDamageOverlay : ConditionalTrait<WithDamageOverlayInfo>, INotifyDamage, ITick
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{
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readonly WithDamageOverlayInfo info;
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readonly Animation anim;
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bool isSmoking;
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bool isPlayingAnimation;
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int loopCount;
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int delay = -1;
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public WithDamageOverlay(Actor self, WithDamageOverlayInfo info)
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: base(info)
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{
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this.info = info;
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anim = new Animation(self.World, info.Image);
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}
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void INotifyCreated.Created(Actor self)
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protected override void Created(Actor self)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.TraitOrDefault<BodyOrientation>();
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WVec AnimationOffset() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self.Orientation)));
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rs.Add(new AnimationWithOffset(anim, info.Offset == WVec.Zero || body == null ? null : AnimationOffset, () => !isSmoking),
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info.Palette, info.IsPlayerPalette);
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rs.Add(new AnimationWithOffset(anim, info.Offset == WVec.Zero || body == null ? null : AnimationOffset, () => !isPlayingAnimation));
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (!info.DamageTypes.IsEmpty && !e.Damage.DamageTypes.Overlaps(info.DamageTypes))
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if (IsTraitDisabled
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|| e.DamageState < info.MinimumDamageState
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|| e.DamageState > info.MaximumDamageState)
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{
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isPlayingAnimation = false;
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return;
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}
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// Getting healed.
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if (e.Damage.Value < 0)
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return;
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if (isSmoking) return;
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if (e.Damage.Value < 0) return; /* getting healed */
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if (e.DamageState < info.MinimumDamageState) return;
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if (e.DamageState > info.MaximumDamageState) return;
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if (!isPlayingAnimation && delay <= -1)
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{
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delay = Util.RandomInRange(self.World.SharedRandom, info.InitialDelay);
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if (delay <= 0)
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StartAnimation(self);
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}
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}
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isSmoking = true;
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anim.PlayThen(info.IdleSequence,
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() => anim.PlayThen(info.LoopSequence,
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() => anim.PlayThen(info.EndSequence,
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() => isSmoking = false)));
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void ITick.Tick(Actor self)
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{
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if (delay < 0)
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return;
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// Actor DamgageState may have changed.
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if (self.GetDamageState() < info.MinimumDamageState || self.GetDamageState() > info.MaximumDamageState)
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delay = -1;
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else if (--delay <= 0)
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StartAnimation(self);
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}
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protected override void TraitDisabled(Actor self)
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{
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isPlayingAnimation = false;
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}
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void StartAnimation(Actor self)
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{
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delay = -1;
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loopCount = Util.RandomInRange(self.World.SharedRandom, info.LoopCount);
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isPlayingAnimation = true;
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if (!string.IsNullOrEmpty(info.StartSequence))
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anim.PlayThen(info.StartSequence, () => PlayAnimation());
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else
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PlayAnimation();
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}
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void PlayAnimation(int animationState = -1)
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{
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if (!isPlayingAnimation)
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return;
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animationState++;
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if (animationState < loopCount && !string.IsNullOrEmpty(info.LoopSequence))
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anim.PlayThen(info.LoopSequence, () => PlayAnimation(animationState));
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else
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{
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if (!string.IsNullOrEmpty(info.EndSequence))
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anim.PlayThen(info.EndSequence, () => isPlayingAnimation = false);
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else
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isPlayingAnimation = false;
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}
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}
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}
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}
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