#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 System; using System.Collections.Generic; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Default trait for rendering sprite-based actors.")] public class WithSpriteBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires { [Desc("Animation to play when the actor is created."), SequenceReference] public readonly string StartSequence = null; [Desc("Animation to play when the actor is idle."), SequenceReference] public readonly string Sequence = "idle"; [Desc("Pause animation when actor is disabled.")] public readonly bool PauseAnimationWhenDisabled = false; public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); } public virtual IEnumerable RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p) { if (UpgradeMinEnabledLevel > 0) yield break; var anim = new Animation(init.World, image); anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence)); yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale); } } public class WithSpriteBody : UpgradableTrait, INotifyDamageStateChanged, INotifyBuildComplete { public readonly Animation DefaultAnimation; public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info) : this(init, info, () => 0) { } protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func baseFacing) : base(info) { var rs = init.Self.Trait(); Func paused = null; if (info.PauseAnimationWhenDisabled) paused = () => init.Self.IsDisabled() && DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence); DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused); rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled)); if (info.StartSequence != null) PlayCustomAnimation(init.Self, info.StartSequence, () => PlayCustomAnimationRepeating(init.Self, info.Sequence)); else DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence)); } public string NormalizeSequence(Actor self, string sequence) { return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence); } protected virtual void OnBuildComplete(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); } // TODO: Get rid of INotifyBuildComplete in favor of using the upgrade system void INotifyBuildComplete.BuildingComplete(Actor self) { OnBuildComplete(self); } public void PlayCustomAnimation(Actor self, string name, Action after = null) { DefaultAnimation.PlayThen(NormalizeSequence(self, name), () => { DefaultAnimation.Play(NormalizeSequence(self, Info.Sequence)); if (after != null) after(); }); } public void PlayCustomAnimationRepeating(Actor self, string name) { var sequence = NormalizeSequence(self, name); DefaultAnimation.PlayThen(sequence, () => PlayCustomAnimationRepeating(self, sequence)); } public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null) { DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () => { DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); if (after != null) after(); }); } public void CancelCustomAnimation(Actor self) { DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence)); } public virtual void DamageStateChanged(Actor self, AttackInfo e) { if (DefaultAnimation.CurrentSequence != null) DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name)); } } }