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