Introduce WithSpriteBody trait
Add upgrade rules Add ISpriteBody
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70
OpenRA.Mods.Common/Traits/Render/WithSpriteBody.cs
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70
OpenRA.Mods.Common/Traits/Render/WithSpriteBody.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Default trait for rendering sprite-based actors.")]
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class WithSpriteBodyInfo : UpgradableTraitInfo, ITraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Animation to play when the actor is created.")]
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public readonly string StartSequence = null;
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[Desc("Animation to play when the actor is idle.")]
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public readonly string Sequence = "idle";
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public object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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}
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class WithSpriteBody : UpgradableTrait<WithSpriteBodyInfo>, ISpriteBody
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{
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readonly Animation body;
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readonly WithSpriteBodyInfo info;
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public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: base(info)
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{
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this.info = info;
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var rs = init.Self.Trait<RenderSprites>();
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body = new Animation(init.Self.World, rs.GetImage(init.Self));
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PlayCustomAnimation(init.Self, info.StartSequence, () => body.PlayRepeating(info.Sequence));
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rs.Add(new AnimationWithOffset(body, null, () => IsTraitDisabled));
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}
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public void PlayCustomAnimation(Actor self, string newAnimation, Action after)
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{
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body.PlayThen(newAnimation, () =>
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{
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body.Play(info.Sequence);
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if (after != null)
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after();
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});
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}
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public void PlayCustomAnimationRepeating(Actor self, string name)
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{
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body.PlayThen(name, () => PlayCustomAnimationRepeating(self, name));
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}
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public void PlayCustomAnimationBackwards(Actor self, string name, Action after)
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{
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body.PlayBackwardsThen(name, () =>
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{
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body.PlayRepeating(info.Sequence);
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if (after != null)
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after();
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});
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}
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}
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}
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