split render building/overlay and play sound for charge
to add the Tiberian Sun Nod Obelisk tick slightly faster tweak the local offsets
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68
OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.cs
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68
OpenRA.Mods.Common/Traits/Render/WithChargeOverlay.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 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("Rendered together with AttackCharge.")]
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public class WithChargeOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public object Create(ActorInitializer init) { return new WithChargeOverlay(init, this); }
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}
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public class WithChargeOverlay : INotifyCharging, INotifyDamageStateChanged, INotifySold
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{
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readonly Animation overlay;
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readonly RenderSprites renderSprites;
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readonly WithChargeOverlayInfo info;
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bool charging;
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public WithChargeOverlay(ActorInitializer init, WithChargeOverlayInfo info)
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{
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this.info = info;
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renderSprites = init.Self.Trait<RenderSprites>();
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overlay = new Animation(init.World, renderSprites.GetImage(init.Self));
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renderSprites.Add(new AnimationWithOffset(overlay, null, () => !charging),
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info.Palette, info.IsPlayerPalette);
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}
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public void Charging(Actor self, Target target)
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{
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charging = true;
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overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.Sequence), () => charging = false);
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}
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, info.Sequence));
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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{
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charging = false;
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}
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}
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}
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