Make WithInfantryBody upgradable

This commit is contained in:
penev92
2015-05-05 03:51:50 +03:00
parent c4d349ef2c
commit afb97ac4b4

View File

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