Replace WithReloadingSpriteTurret with conditions
WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick. Using (stacked) conditions instead avoids that.
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@@ -71,7 +71,6 @@
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<Compile Include="Traits\Render\WithEmbeddedTurretSpriteBody.cs" />
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<Compile Include="Traits\Render\WithCargo.cs" />
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<Compile Include="Traits\Render\WithDeliveryAnimation.cs" />
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<Compile Include="Traits\Render\WithReloadingSpriteTurret.cs" />
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<Compile Include="Traits\Render\WithRoof.cs" />
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<Compile Include="Traits\SupportPowers\IonCannonPower.cs" />
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<Compile Include="UtilityCommands\ImportTiberianDawnLegacyMapCommand.cs" />
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@@ -1,76 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits.Render
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{
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[Desc("Renders ammo-dependent turret graphics for units with the Turreted trait.")]
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public class WithReloadingSpriteTurretInfo : WithSpriteTurretInfo, Requires<AmmoPoolInfo>, Requires<ArmamentInfo>
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{
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[Desc("AmmoPool to use for ammo-dependent sequences.")]
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public readonly string AmmoPoolName = null;
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[Desc("How many reload stages does this turret have. Defaults to AmmoPool's Ammo.",
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"Adds current reload stage to Sequence as suffix when a matching AmmoPool is present.")]
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public readonly int ReloadStages = -1;
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public override object Create(ActorInitializer init) { return new WithReloadingSpriteTurret(init.Self, this); }
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}
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public class WithReloadingSpriteTurret : WithSpriteTurret
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{
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readonly int reloadStages;
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readonly AmmoPool ammoPool;
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string sequence;
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string ammoSuffix;
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public WithReloadingSpriteTurret(Actor self, WithReloadingSpriteTurretInfo info)
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: base(self, info)
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{
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ammoPool = self.TraitsImplementing<AmmoPool>().FirstOrDefault(a => a.Info.Name == info.AmmoPoolName);
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if (ammoPool == null)
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throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a valid ammo pool for its reloading turret.");
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sequence = Info.Sequence;
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reloadStages = info.ReloadStages;
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var initialAmmo = ammoPool.Info.InitialAmmo;
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var ammo = ammoPool.Info.Ammo;
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var initialAmmoStage = initialAmmo >= 0 && initialAmmo != ammo ? initialAmmo : ammo;
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if (ammoPool != null && reloadStages < 0)
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ammoSuffix = initialAmmoStage.ToString();
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if (ammoPool != null && reloadStages >= 0)
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ammoSuffix = (initialAmmoStage * reloadStages / ammo).ToString();
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}
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protected override void Tick(Actor self)
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{
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if (Info.AimSequence != null)
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sequence = Attack.IsAiming ? Info.AimSequence : Info.Sequence;
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var currentAmmo = ammoPool.GetAmmoCount();
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if (reloadStages < 0)
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ammoSuffix = currentAmmo.ToString();
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if (reloadStages >= 0)
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ammoSuffix = (currentAmmo * reloadStages / ammoPool.Info.Ammo).ToString();
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var newSequence = NormalizeSequence(self, sequence + ammoSuffix);
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if (DefaultAnimation.CurrentSequence.Name != newSequence)
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DefaultAnimation.ReplaceAnim(newSequence);
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}
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}
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}
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