#region Copyright & License Information /* * Copyright 2007-2018 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 System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Replaces the building animation when it rearms a unit.")] public class WithRearmAnimationInfo : ConditionalTraitInfo, Requires { [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "active"; [Desc("Which sprite body to play the animation on.")] public readonly string Body = "body"; public override object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); } } public class WithRearmAnimation : ConditionalTrait, INotifyRearm, INotifyBuildComplete, INotifySold { readonly WithSpriteBody spriteBody; bool buildComplete; public WithRearmAnimation(Actor self, WithRearmAnimationInfo info) : base(info) { spriteBody = self.TraitsImplementing().Single(w => w.Info.Name == Info.Body); } void INotifyRearm.Rearming(Actor self, Actor target) { if (buildComplete && !IsTraitDisabled) spriteBody.PlayCustomAnimation(self, Info.Sequence); } void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; } void INotifySold.Selling(Actor self) { buildComplete = false; } void INotifySold.Sold(Actor self) { } } }