Extend WithSpriteBody funtionality

Move building placement range circle to PlaceBuilding, add
PauseAnimationWhenDisabled.
This commit is contained in:
reaperrr
2015-07-18 22:27:21 +02:00
parent 8d1e46dc54
commit bc2b60be05
3 changed files with 28 additions and 13 deletions

View File

@@ -25,6 +25,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Animation to play when the actor is idle.")]
[SequenceReference] public readonly string Sequence = "idle";
[Desc("Pause animation when actor is disabled.")]
public readonly bool PauseAnimationWhenDisabled = false;
public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
@@ -36,7 +39,7 @@ namespace OpenRA.Mods.Common.Traits
}
}
public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody, INotifyDamageStateChanged
public class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody, INotifyDamageStateChanged, INotifyBuildComplete
{
public readonly Animation DefaultAnimation;
@@ -63,6 +66,16 @@ namespace OpenRA.Mods.Common.Traits
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
// TODO: Get rid of INotifyBuildComplete in favor of using the upgrade system
public virtual void BuildingComplete(Actor self)
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
if (Info.PauseAnimationWhenDisabled)
DefaultAnimation.Paused = () =>
self.IsDisabled() && DefaultAnimation.CurrentSequence.Name == NormalizeSequence(self, Info.Sequence);
}
public void PlayCustomAnimation(Actor self, string name, Action after = null)
{
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>