#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 OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Rendered together with an attack.")] public class WithAttackOverlayInfo : TraitInfo, Requires { [Desc("Armament that will play the animation. Set to null to allow all armaments.")] public readonly string Armament = null; [SequenceReference] [FieldLoader.Require] [Desc("Sequence name to use")] public readonly string Sequence = null; [PaletteReference(nameof(IsPlayerPalette))] [Desc("Custom palette name")] public readonly string Palette = null; [Desc("Custom palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; public readonly bool IsDecoration = false; [Desc("Delay in ticks before overlay starts, either relative to attack preparation or attack.")] public readonly int Delay = 0; [Desc("Should the overlay be delayed relative to preparation or actual attack?")] public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation; public override object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); } } public class WithAttackOverlay : INotifyAttack, ITick { readonly Animation overlay; readonly RenderSprites renderSprites; readonly WithAttackOverlayInfo info; bool attacking; int tick; public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info) { this.info = info; renderSprites = init.Self.Trait(); var body = init.Self.TraitOrDefault(); var facing = init.Self.TraitOrDefault(); overlay = new Animation(init.World, renderSprites.GetImage(init.Self), facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing))) { IsDecoration = info.IsDecoration }; renderSprites.Add(new AnimationWithOffset(overlay, null, () => !attacking, p => RenderUtils.ZOffsetFromCenter(init.Self, p, 1)), info.Palette, info.IsPlayerPalette); } void PlayOverlay() { attacking = true; overlay.PlayThen(info.Sequence, () => attacking = false); } void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { if (info.DelayRelativeTo == AttackDelayType.Attack && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name)) { if (info.Delay > 0) tick = info.Delay; else PlayOverlay(); } } void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { if (info.DelayRelativeTo == AttackDelayType.Preparation && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name)) { if (info.Delay > 0) tick = info.Delay; else PlayOverlay(); } } void ITick.Tick(Actor self) { if (info.Delay > 0 && --tick == 0) PlayOverlay(); } } }