Support burst-specific infantry attack animations.

This commit is contained in:
Paul Chote
2021-01-17 15:30:05 +00:00
committed by reaperrr
parent 547b6d19dc
commit fec1c813a5

View File

@@ -29,8 +29,10 @@ namespace OpenRA.Mods.Common.Traits.Render
public readonly string DefaultAttackSequence = null;
[SequenceReference(dictionaryReference: LintDictionaryReference.Values)]
[Desc("Attack sequence to use for each armament.")]
public readonly Dictionary<string, string> AttackSequences = new Dictionary<string, string>();
[Desc("Attack sequence to use for each armament.",
"A dictionary of [armament name]: [sequence name(s)].",
"Multiple sequence names can be defined to specify per-burst animations.")]
public readonly Dictionary<string, string[]> AttackSequences = new Dictionary<string, string[]>();
[SequenceReference]
public readonly string[] IdleSequences = { };
@@ -133,11 +135,21 @@ namespace OpenRA.Mods.Common.Traits.Render
}
}
public void Attacking(Actor self, in Target target, Armament a)
void Attacking(Actor self, Armament a, Barrel barrel)
{
var info = GetDisplayInfo();
if (!info.AttackSequences.TryGetValue(a.Info.Name, out var sequence))
sequence = info.DefaultAttackSequence;
var sequence = info.DefaultAttackSequence;
if (info.AttackSequences.TryGetValue(a.Info.Name, out var sequences) && sequences.Length > 0)
{
sequence = sequences[0];
// Find the sequence corresponding to this barrel/burst.
if (barrel != null && sequences.Length > 1)
for (var i = 0; i < sequences.Length; i++)
if (a.Barrels[i] == barrel)
sequence = sequences[i];
}
if (!string.IsNullOrEmpty(sequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, sequence)))
{
@@ -148,12 +160,9 @@ namespace OpenRA.Mods.Common.Traits.Render
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
{
// Lambdas can't use 'in' variables, so capture a copy for later
var attackTarget = target;
// HACK: The FrameEndTask makes sure that this runs after Tick(), preventing that from
// overriding the animation when an infantry unit stops to attack
self.World.AddFrameEndTask(_ => Attacking(self, attackTarget, a));
self.World.AddFrameEndTask(_ => Attacking(self, a, barrel));
}
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { }