#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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 WithMoveAnimationInfo : ConditionalTraitInfo, Requires, Requires { [SequenceReference] [Desc("Displayed while moving.")] public readonly string MoveSequence = "move"; [Desc("Which sprite body to modify.")] public readonly string Body = "body"; [Desc("Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.")] public readonly MovementType ValidMovementTypes = MovementType.Horizontal; public override object Create(ActorInitializer init) { return new WithMoveAnimation(init, this); } public override void RulesetLoaded(Ruleset rules, ActorInfo ai) { var matches = ai.TraitInfos().Count(w => w.Name == Body); if (matches != 1) throw new YamlException("WithMoveAnimation needs exactly one sprite body with matching name."); base.RulesetLoaded(rules, ai); } } public class WithMoveAnimation : ConditionalTrait, INotifyMoving { readonly IMove movement; readonly WithSpriteBody wsb; public WithMoveAnimation(ActorInitializer init, WithMoveAnimationInfo info) : base(info) { movement = init.Self.Trait(); wsb = init.Self.TraitsImplementing().Single(w => w.Info.Name == Info.Body); } void UpdateAnimation(Actor self, MovementType types) { var playAnim = false; if (!IsTraitDisabled && (types & Info.ValidMovementTypes) != 0) playAnim = true; if (!playAnim && wsb.DefaultAnimation.CurrentSequence.Name == Info.MoveSequence) { wsb.CancelCustomAnimation(self); return; } if (playAnim && wsb.DefaultAnimation.CurrentSequence.Name != Info.MoveSequence) wsb.PlayCustomAnimationRepeating(self, Info.MoveSequence); } void INotifyMoving.MovementTypeChanged(Actor self, MovementType types) { UpdateAnimation(self, types); } protected override void TraitEnabled(Actor self) { // HACK: Use a FrameEndTask to avoid construction order issues with WithSpriteBody self.World.AddFrameEndTask(w => UpdateAnimation(self, movement.CurrentMovementTypes)); } protected override void TraitDisabled(Actor self) { UpdateAnimation(self, movement.CurrentMovementTypes); } } }