using System; using System.Collections.Generic; using OpenRa.Graphics; using OpenRa.GameRules; namespace OpenRa.Traits { class RenderUnitInfo : RenderSimpleInfo { public override object Create(Actor self) { return new RenderUnit(self); } } class RenderUnit : RenderSimple, INotifyDamage { public RenderUnit(Actor self) : base(self) { PlayFacingAnim(self); anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) ); } void PlayFacingAnim(Actor self) { var unit = self.traits.Get(); anim.PlayFacing("idle", () => unit.Facing); } public void PlayCustomAnimation(Actor self, string newAnim, Action after) { anim.PlayThen(newAnim, () => { PlayFacingAnim(self); if (after != null) after(); }); } bool isSmoking; public void Damaged(Actor self, AttackInfo e) { if (e.DamageState != DamageState.Half) return; if (isSmoking) return; isSmoking = true; var smoke = anims[ "smoke" ].Animation; smoke.PlayThen( "idle", () => smoke.PlayThen( "loop", () => smoke.PlayBackwardsThen( "end", () => isSmoking = false ) ) ); } } }