#region Copyright & License Information /* * Copyright 2007-2017 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; using OpenRA.Activities; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Replaces the sprite during construction.")] public class WithMakeAnimationInfo : ITraitInfo, Requires { [Desc("Sequence name to use")] [SequenceReference] public readonly string Sequence = "make"; [GrantedConditionReference] [Desc("The condition to grant to self while the make animation is playing.")] public readonly string Condition = null; public object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); } } public class WithMakeAnimation : INotifyCreated { readonly WithMakeAnimationInfo info; readonly WithSpriteBody wsb; ConditionManager conditionManager; int token = ConditionManager.InvalidConditionToken; public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info) { this.info = info; var self = init.Self; wsb = self.Trait(); } void INotifyCreated.Created(Actor self) { conditionManager = self.TraitOrDefault(); var building = self.TraitOrDefault(); if (building != null && !building.SkipMakeAnimation) Forward(self, () => building.NotifyBuildingComplete(self)); } void Forward(Actor self, Action onComplete) { if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken) token = conditionManager.GrantCondition(self, info.Condition); wsb.PlayCustomAnimation(self, info.Sequence, () => { if (token != ConditionManager.InvalidConditionToken) token = conditionManager.RevokeCondition(self, token); // TODO: Rewrite this to use a trait notification for save game support onComplete(); }); } void Reverse(Actor self, Action onComplete) { if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken) token = conditionManager.GrantCondition(self, info.Condition); wsb.PlayCustomAnimationBackwards(self, info.Sequence, () => { if (token != ConditionManager.InvalidConditionToken) token = conditionManager.RevokeCondition(self, token); // TODO: Rewrite this to use a trait notification for save game support onComplete(); }); } public void Reverse(Actor self, Activity activity, bool queued = true) { Reverse(self, () => { // HACK: The actor remains alive and active for one tick before the followup activity // (sell/transform/etc) runs. This causes visual glitches that we attempt to minimize // by forcing the animation to frame 0 and regranting the make condition. // These workarounds will break the actor if the followup activity doesn't dispose it! wsb.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0); if (conditionManager != null && !string.IsNullOrEmpty(info.Condition)) token = conditionManager.GrantCondition(self, info.Condition); self.QueueActivity(queued, activity); }); } } }