#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 { public class WithTurretAttackAnimationInfo : ConditionalTraitInfo, Requires, Requires { [Desc("Armament name")] public readonly string Armament = "primary"; [Desc("Turret name")] public readonly string Turret = "primary"; [Desc("Displayed while attacking.")] [SequenceReference] public readonly string Sequence = null; [Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")] public readonly int Delay = 0; [Desc("Should the animation be delayed relative to preparation or actual attack?")] public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation; public override object Create(ActorInitializer init) { return new WithTurretAttackAnimation(init, this); } } public class WithTurretAttackAnimation : ConditionalTrait, ITick, INotifyAttack { readonly WithSpriteTurret wst; readonly Armament armament; int tick; public WithTurretAttackAnimation(ActorInitializer init, WithTurretAttackAnimationInfo info) : base(info) { armament = init.Self.TraitsImplementing() .Single(a => a.Info.Name == info.Armament); wst = init.Self.TraitsImplementing() .Single(st => st.Info.Turret == info.Turret); } void PlayAttackAnimation(Actor self) { if (!string.IsNullOrEmpty(Info.Sequence)) wst.PlayCustomAnimation(self, Info.Sequence); } void NotifyAttack(Actor self) { if (Info.Delay > 0) tick = Info.Delay; else PlayAttackAnimation(self); } void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel) { if (!IsTraitDisabled && a == armament && Info.DelayRelativeTo == AttackDelayType.Attack) NotifyAttack(self); } void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { if (!IsTraitDisabled && a == armament && Info.DelayRelativeTo == AttackDelayType.Preparation) NotifyAttack(self); } void ITick.Tick(Actor self) { if (!IsTraitDisabled && Info.Delay > 0 && --tick == 0) PlayAttackAnimation(self); } } }