#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 { [Desc("Replaces the default animation when actor resupplies a unit.")] public class WithResupplyAnimationInfo : ConditionalTraitInfo, Requires { [SequenceReference] [Desc("Sequence name to use")] public readonly string Sequence = "active"; [Desc("Which sprite body to play the animation on.")] public readonly string Body = "body"; [Desc("Events leading to the animation getting played. Possible values currently are: Rearm, Repair.")] public readonly ResupplyType PlayAnimationOn = ResupplyType.Rearm | ResupplyType.Repair; public override object Create(ActorInitializer init) { return new WithResupplyAnimation(init.Self, this); } } public class WithResupplyAnimation : ConditionalTrait, INotifyResupply, ITick { readonly WithSpriteBody wsb; bool animPlaying; bool repairing; bool rearming; public WithResupplyAnimation(Actor self, WithResupplyAnimationInfo info) : base(info) { wsb = self.TraitsImplementing().Single(w => w.Info.Name == Info.Body); } void ITick.Tick(Actor self) { if (IsTraitDisabled) return; if (!animPlaying && ((repairing && Info.PlayAnimationOn.HasFlag(ResupplyType.Repair)) || (rearming && Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm)))) { wsb.PlayCustomAnimationRepeating(self, Info.Sequence); animPlaying = true; } else if (animPlaying && (!repairing || !Info.PlayAnimationOn.HasFlag(ResupplyType.Repair)) && (!rearming || !Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm))) { wsb.CancelCustomAnimation(self); animPlaying = false; } // If an actor died before finishing resupply, there will never be a ResupplyTick call // with ResupplyType.None (as activities tick before ITick), so reset here every tick // to prevent the animation from continuing after the resupplied actor died. repairing = false; rearming = false; } void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types) { repairing = types.HasFlag(ResupplyType.Repair); rearming = types.HasFlag(ResupplyType.Rearm); } void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types) { repairing = types.HasFlag(ResupplyType.Repair); rearming = types.HasFlag(ResupplyType.Rearm); } protected override void TraitDisabled(Actor self) { // Cancel immediately instead of waiting for the next tick repairing = rearming = animPlaying = false; wsb.CancelCustomAnimation(self); } } }