Fix GrantConditionOnDeploy to support multiple sprite bodies
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@@ -11,6 +11,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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@@ -42,9 +43,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Cursor to display when unable to (un)deploy the actor.")]
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public readonly string DeployBlockedCursor = "deploy-blocked";
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[SequenceReference, Desc("Animation to play for deploying/undeploying.")]
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public readonly string DeployAnimation = null;
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[Desc("Facing that the actor must face before deploying. Set to -1 to deploy regardless of facing.")]
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public readonly int Facing = -1;
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@@ -62,16 +60,16 @@ namespace OpenRA.Mods.Common.Traits
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public enum DeployState { Undeployed, Deploying, Deployed, Undeploying }
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public class GrantConditionOnDeploy : IResolveOrder, IIssueOrder, INotifyCreated
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public class GrantConditionOnDeploy : IResolveOrder, IIssueOrder, INotifyCreated, INotifyDeployComplete
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{
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readonly Actor self;
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readonly GrantConditionOnDeployInfo info;
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readonly bool checkTerrainType;
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readonly bool canTurn;
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readonly Lazy<WithSpriteBody> body;
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DeployState deployState;
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ConditionManager conditionManager;
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INotifyDeployTriggered[] notify;
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int deployedToken = ConditionManager.InvalidConditionToken;
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int undeployedToken = ConditionManager.InvalidConditionToken;
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@@ -81,7 +79,6 @@ namespace OpenRA.Mods.Common.Traits
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this.info = info;
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checkTerrainType = info.AllowedTerrainTypes.Count > 0;
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canTurn = self.Info.HasTraitInfo<IFacingInfo>();
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body = Exts.Lazy(self.TraitOrDefault<WithSpriteBody>);
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if (init.Contains<DeployStateInit>())
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deployState = init.Get<DeployStateInit, DeployState>();
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}
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@@ -89,6 +86,7 @@ namespace OpenRA.Mods.Common.Traits
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public void Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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notify = self.TraitsImplementing<INotifyDeployTriggered>().ToArray();
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switch (deployState)
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{
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@@ -192,6 +190,16 @@ namespace OpenRA.Mods.Common.Traits
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return ramp == 0;
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}
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void INotifyDeployComplete.FinishedDeploy(Actor self)
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{
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OnDeployCompleted();
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}
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void INotifyDeployComplete.FinishedUndeploy(Actor self)
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{
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OnUndeployCompleted();
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}
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/// <summary>Play deploy sound and animation.</summary>
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void Deploy() { Deploy(false); }
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void Deploy(bool init)
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@@ -212,10 +220,11 @@ namespace OpenRA.Mods.Common.Traits
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// If there is no animation to play just grant the condition that is used while deployed.
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// Alternatively, play the deploy animation and then grant the condition.
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if (string.IsNullOrEmpty(info.DeployAnimation) || body.Value == null)
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if (!notify.Any())
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OnDeployCompleted();
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else
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body.Value.PlayCustomAnimation(self, info.DeployAnimation, OnDeployCompleted);
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foreach (var n in notify)
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n.Deploy(self);
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}
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/// <summary>Play undeploy sound and animation and after that revoke the condition.</summary>
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@@ -234,10 +243,11 @@ namespace OpenRA.Mods.Common.Traits
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// If there is no animation to play just grant the condition that is used while undeployed.
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// Alternatively, play the undeploy animation and then grant the condition.
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if (string.IsNullOrEmpty(info.DeployAnimation) || body.Value == null)
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if (!notify.Any())
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OnUndeployCompleted();
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else
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body.Value.PlayCustomAnimationBackwards(self, info.DeployAnimation, OnUndeployCompleted);
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foreach (var n in notify)
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n.Undeploy(self);
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}
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void OnDeployStarted()
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