abcdefg30
5bf7fe852c
Remove the copyright year numbers
2023-01-11 11:58:54 +02:00
abcdefg30
6a31b1f9f3
Update the copyright header year
2022-05-28 00:35:10 -05:00
Andre Mohren
6810469634
Updated copyright years.
2021-06-29 18:33:21 -05:00
teinarss
13581c030d
Use in parameter for Target
2020-11-06 22:02:24 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
78a70be0d4
Fix and enable SA1133, SA1134 style rules.
2019-05-24 10:47:57 +02:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
reaperrr
9d24c40f92
Fix various Mods.Common animation traits not supporting actors having multiple sprite bodies
2018-07-01 13:16:07 +02:00
reaperrr
2136d6dc4a
Split and refactor aim animation from WithAttackAnimation
...
Splitting it from the attack animation, triggering start and end of the aiming animation via interface, as well as removing ReloadPrefix (in favor of switching sprite bodies via condition when reloading) allows us to drop updating via ITick, which in turn will make it much easier to ultimately make this trait compatible with other animation traits, once the priority system lands.
2018-06-03 12:23:54 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Paul Chote
b898b5001a
Rename AttackBase.IsAttacking to IsAiming to make its uses and assumptions clear.
2017-11-26 15:58:00 +01:00
reaperrr
0103b7ca87
Make WithSpriteBody.PlayCustomAnimation resume loop of Sequence
...
...after it finished playing.
2017-08-23 12:34:00 +02:00
reaperrr
9e138178ad
WithAttackAnimation style fix
...
Looks better this way.
2017-07-01 12:33:51 +01:00
reaperrr
d52313ab18
Rename WithAttackAnimation.BodyName to just .Body
...
Shorter and more consistent with Armament.Turret, WithTurretedAttackAnimation.Turret, WithSpriteBarrel.Armament etc.
2017-06-12 19:01:10 -05:00
reaperrr
fef388834e
Throw yaml exception if WithAttackAnimation has no assigned sprite body
...
...or too many assigned bodies.
Also, further simplify WithAttackAnimation code.
2017-06-12 19:01:10 -05:00
reaperrr
5fb468922e
Make WithAttackAnimation conditional
2017-06-12 19:01:10 -05:00
reaperrr
2e70b6931b
Refactor WithAttackAnimation
...
- made trait compatible with actors that have more than one sprite body or enable/disable sprite bodies via conditions
- added check for running attack anim and prevent aim/reload sequences from overriding it
- added caching of whether trait has either aim or reload sequence, to avoid some string.IsNullOrEmpty look-ups every tick
2017-06-12 19:01:10 -05:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
reaperrr
3b43544e2d
Add start delay functionality to attack animation traits
2016-07-02 16:02:00 +02:00
reaperrr
75c49620d1
Introduce INotifyAttack.PreparingAttack
...
And use it to allow triggering attack animations/overlays at a different point
than the actual weapon firing.
2016-07-02 16:02:00 +02:00
reaperrr
fd5a597966
Move Render traits to Traits.Render namespace
2016-04-15 20:43:04 +02:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
reaperrr
281a87acbc
Fix WithAttackAnimation breaking WithMoveAnimation
2015-08-08 17:00:38 +02:00
reaperrr
26a202600d
Make WithAttackAnimation work with WithSpriteBody as well
2015-07-05 00:17:01 +02:00
reaperrr
cd6c96db82
Fixed WithAttackAnimation namespace
2015-07-04 22:08:03 +02:00
Matthias Mailänder
7faebe874a
check for missing sequence entries using lint
2015-06-20 22:22:59 +02:00
reaperrr
4d79cce491
Added WithAttackAnimation trait
...
Interacts with WithUnitBody.
Upgrade rule for RenderUnitReload -> RenderSprites + WithUnitBody + WithAttackAnimation
Use WithAttackAnimation for RA V2 launcher
Remove RenderUnitReload
2015-06-04 14:42:10 +02:00