#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Renders an overlay when the actor is taking heavy damage.")] public class WithSmokeInfo : ITraitInfo, Requires { public readonly string Sequence = "smoke_m"; [SequenceReference("Sequence")] public readonly string IdleSequence = "idle"; [SequenceReference("Sequence")] public readonly string LoopSequence = "loop"; [SequenceReference("Sequence")] public readonly string EndSequence = "end"; public object Create(ActorInitializer init) { return new WithSmoke(init.Self, this); } } public class WithSmoke : INotifyDamage { readonly WithSmokeInfo info; readonly Animation anim; bool isSmoking; public WithSmoke(Actor self, WithSmokeInfo info) { this.info = info; var rs = self.Trait(); anim = new Animation(self.World, info.Sequence); rs.Add(new AnimationWithOffset(anim, null, () => !isSmoking)); } public void Damaged(Actor self, AttackInfo e) { if (isSmoking) return; if (e.Damage < 0) return; /* getting healed */ if (e.DamageState < DamageState.Heavy) return; isSmoking = true; anim.PlayThen(info.IdleSequence, () => anim.PlayThen(info.LoopSequence, () => anim.PlayBackwardsThen(info.EndSequence, () => isSmoking = false))); } } }