#region Copyright & License Information /* * Copyright 2007-2016 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.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Replaces the building animation when it rearms a unit.")] public class WithRearmAnimationInfo : ITraitInfo, Requires { [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "active"; public readonly bool PauseOnLowPower = false; public object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); } } public class WithRearmAnimation : INotifyRearm, INotifyBuildComplete, INotifySold { readonly WithRearmAnimationInfo info; readonly WithSpriteBody spriteBody; bool buildComplete; public WithRearmAnimation(Actor self, WithRearmAnimationInfo info) { this.info = info; spriteBody = self.TraitOrDefault(); } void INotifyRearm.Rearming(Actor self, Actor target) { if (buildComplete && spriteBody != null && !(info.PauseOnLowPower && self.IsDisabled())) spriteBody.PlayCustomAnimation(self, info.Sequence, () => spriteBody.CancelCustomAnimation(self)); } void INotifyBuildComplete.BuildingComplete(Actor self) { buildComplete = true; } void INotifySold.Selling(Actor self) { buildComplete = false; } void INotifySold.Sold(Actor self) { } } }