Make WithInfantryBody upgradable
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@@ -16,7 +16,8 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class WithInfantryBodyInfo : ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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public class WithInfantryBodyInfo : UpgradableTraitInfo, ITraitInfo, IQuantizeBodyOrientationInfo, IRenderActorPreviewSpritesInfo,
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Requires<IMoveInfo>, Requires<RenderSpritesInfo>
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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@@ -46,29 +47,28 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public class WithInfantryBody : ITick, INotifyAttack, INotifyIdle
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public class WithInfantryBody : UpgradableTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle
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{
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readonly WithInfantryBodyInfo info;
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readonly IMove move;
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readonly IRenderInfantrySequenceModifier rsm;
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protected readonly Animation DefaultAnimation;
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bool dirty = false;
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bool dirty;
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string idleSequence;
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int idleDelay;
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AnimationState state;
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IRenderInfantrySequenceModifier rsm;
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bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
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bool wasModifying;
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public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info)
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: base(info)
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{
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this.info = info;
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var self = init.Self;
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var rs = self.Trait<RenderSprites>();
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DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
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rs.Add(DefaultAnimation);
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rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(init.Self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
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state = AnimationState.Waiting;
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@@ -94,8 +94,8 @@ namespace OpenRA.Mods.Common.Traits
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public void Attacking(Actor self, Target target)
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{
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state = AnimationState.Attacking;
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if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackSequence)))
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DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackSequence), () => state = AnimationState.Idle);
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if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, Info.AttackSequence)))
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DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, Info.AttackSequence), () => state = AnimationState.Idle);
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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@@ -116,12 +116,12 @@ namespace OpenRA.Mods.Common.Traits
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if ((state == AnimationState.Moving || dirty) && !move.IsMoving)
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{
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state = AnimationState.Waiting;
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
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}
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else if ((state != AnimationState.Moving || dirty) && move.IsMoving)
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{
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state = AnimationState.Moving;
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveSequence));
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.MoveSequence));
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}
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dirty = false;
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@@ -131,13 +131,13 @@ namespace OpenRA.Mods.Common.Traits
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{
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if (state != AnimationState.Idle && state != AnimationState.IdleAnimating && state != AnimationState.Attacking)
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{
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)), () => 0);
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state = AnimationState.Idle;
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if (info.IdleSequences.Length > 0)
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if (Info.IdleSequences.Length > 0)
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{
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idleSequence = info.IdleSequences.Random(self.World.SharedRandom);
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idleDelay = self.World.SharedRandom.Next(info.MinIdleWaitTicks, info.MaxIdleWaitTicks);
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idleSequence = Info.IdleSequences.Random(self.World.SharedRandom);
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idleDelay = self.World.SharedRandom.Next(Info.MinIdleWaitTicks, Info.MaxIdleWaitTicks);
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}
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}
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else if (AllowIdleAnimation(self))
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@@ -149,14 +149,14 @@ namespace OpenRA.Mods.Common.Traits
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state = AnimationState.IdleAnimating;
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DefaultAnimation.PlayThen(idleSequence, () =>
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)));
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)));
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state = AnimationState.Waiting;
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});
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}
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}
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else
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandSequences.Random(Game.CosmeticRandom)));
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.StandSequences.Random(Game.CosmeticRandom)));
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state = AnimationState.Waiting;
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}
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}
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