#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using OpenRA.Mods.Cnc.Traits.Render; using OpenRA.Mods.Common.Activities; using OpenRA.Mods.Common.Traits; namespace OpenRA.Mods.Cnc.Activities { public class VoxelHarvesterDockSequence : HarvesterDockSequence { readonly WithVoxelUnloadBody body; readonly WithDockingOverlay spriteOverlay; public VoxelHarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, WVec dragOffset, int dragLength) : base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength) { body = self.Trait(); spriteOverlay = refinery.TraitOrDefault(); } public override void OnStateDock(Actor self) { body.Docked = true; foreach (var trait in self.TraitsImplementing()) trait.Docked(); foreach (var nd in Refinery.TraitsImplementing()) nd.Docked(Refinery, self); if (spriteOverlay != null && !spriteOverlay.Visible) { spriteOverlay.Visible = true; spriteOverlay.WithOffset.Animation.PlayThen(spriteOverlay.Info.Sequence, () => { dockingState = DockingState.Loop; spriteOverlay.Visible = false; }); } else dockingState = DockingState.Loop; } public override void OnStateUndock(Actor self) { // If body.Docked wasn't set, we didn't actually dock and have to skip the undock overlay if (!body.Docked) dockingState = DockingState.Complete; else if (Refinery.IsInWorld && !Refinery.IsDead && spriteOverlay != null && !spriteOverlay.Visible) { dockingState = DockingState.Wait; spriteOverlay.Visible = true; spriteOverlay.WithOffset.Animation.PlayBackwardsThen(spriteOverlay.Info.Sequence, () => { dockingState = DockingState.Complete; body.Docked = false; spriteOverlay.Visible = false; foreach (var trait in self.TraitsImplementing()) trait.Undocked(); if (Refinery.IsInWorld && !Refinery.IsDead) foreach (var nd in Refinery.TraitsImplementing()) nd.Undocked(Refinery, self); }); } else { dockingState = DockingState.Complete; body.Docked = false; foreach (var trait in self.TraitsImplementing()) trait.Undocked(); if (Refinery.IsInWorld && !Refinery.IsDead) foreach (var nd in Refinery.TraitsImplementing()) nd.Undocked(Refinery, self); } } } }