using OpenRa.Game.Graphics; namespace OpenRa.Game.Traits { class RenderUnitRotorInfo : RenderUnitInfo { public override object Create(Actor self) { return new RenderUnitRotor(self); } } class RenderUnitRotor : RenderUnit { public Animation rotorAnim, secondRotorAnim; public RenderUnitRotor( Actor self ) : base(self) { var unit = self.traits.Get(); rotorAnim = new Animation(self.LegacyInfo.Name); rotorAnim.PlayRepeating("rotor"); anims.Add( "rotor_1", new AnimationWithOffset( rotorAnim, () => Util.GetTurretPosition( self, unit, self.LegacyInfo.RotorOffset, 0 ), null ) ); if (self.LegacyInfo.RotorOffset2 == null) return; secondRotorAnim = new Animation( self.LegacyInfo.Name ); secondRotorAnim.PlayRepeating( "rotor2" ); anims.Add( "rotor_2", new AnimationWithOffset( secondRotorAnim, () => Util.GetTurretPosition(self, unit, self.LegacyInfo.RotorOffset2, 0), null ) ); } public override void Tick(Actor self) { base.Tick(self); var unit = self.traits.Get(); var isFlying = unit.Altitude > 0; if (isFlying ^ (rotorAnim.CurrentSequence.Name != "rotor")) return; rotorAnim.ReplaceAnim(isFlying ? "rotor" : "slow-rotor"); if (secondRotorAnim != null) secondRotorAnim.ReplaceAnim(isFlying ? "rotor2" : "slow-rotor2"); } } }