#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 System.Linq; using OpenRA.Activities; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { [Desc("Replaces the sprite during construction/deploy/undeploy.")] 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; [Desc("Apply to sprite bodies with these names.")] public readonly string[] BodyNames = { "body" }; public object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); } } public class WithMakeAnimation : INotifyCreated, INotifyDeployTriggered { readonly WithMakeAnimationInfo info; readonly WithSpriteBody[] wsbs; ConditionManager conditionManager; int token = ConditionManager.InvalidConditionToken; public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info) { this.info = info; var self = init.Self; wsbs = self.TraitsImplementing().Where(w => info.BodyNames.Contains(w.Info.Name)).ToArray(); } void INotifyCreated.Created(Actor self) { conditionManager = self.TraitOrDefault(); var building = self.TraitOrDefault(); if (building != null && !building.SkipMakeAnimation) Forward(self, () => building.NotifyBuildingComplete(self)); } public void Forward(Actor self, Action onComplete) { if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken) token = conditionManager.GrantCondition(self, info.Condition); var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled); if (wsb == null) return; 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(); }); } public void Reverse(Actor self, Action onComplete) { if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken) token = conditionManager.GrantCondition(self, info.Condition); var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled); if (wsb == null) return; 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, () => { var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled); // 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! if (wsb != null) wsb.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0); if (conditionManager != null && !string.IsNullOrEmpty(info.Condition)) token = conditionManager.GrantCondition(self, info.Condition); self.QueueActivity(queued, activity); }); } // TODO: Make this use Forward instead void INotifyDeployTriggered.Deploy(Actor self) { var notified = false; foreach (var wsb in wsbs) { if (wsb.IsTraitDisabled) continue; var notify = self.TraitsImplementing(); wsb.PlayCustomAnimation(self, info.Sequence, () => { if (notified) return; foreach (var n in notify) { n.FinishedDeploy(self); notified = true; } }); } } // TODO: Make this use Reverse instead void INotifyDeployTriggered.Undeploy(Actor self) { var notified = false; foreach (var wsb in wsbs) { if (wsb.IsTraitDisabled) continue; var notify = self.TraitsImplementing(); wsb.PlayCustomAnimationBackwards(self, info.Sequence, () => { if (notified) return; foreach (var n in notify) { n.FinishedUndeploy(self); notified = true; } }); } } } }