#region Copyright & License Information /* * Copyright 2007-2020 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.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits.Render { public class WithAttackAnimationInfo : ConditionalTraitInfo, Requires, Requires, Requires { [Desc("Armament name")] public readonly string Armament = "primary"; [SequenceReference] [Desc("Displayed while attacking.")] public readonly string Sequence = null; [Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")] public readonly int Delay = 0; [Desc("Should the animation be delayed relative to preparation or actual attack?")] public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation; [Desc("Which sprite body to modify.")] public readonly string Body = "body"; public override object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); } public override void RulesetLoaded(Ruleset rules, ActorInfo ai) { var matches = ai.TraitInfos().Count(w => w.Name == Body); if (matches != 1) throw new YamlException("WithAttackAnimation needs exactly one sprite body with matching name."); base.RulesetLoaded(rules, ai); } } public class WithAttackAnimation : ConditionalTrait, ITick, INotifyAttack { readonly Armament armament; readonly WithSpriteBody wsb; int tick; public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info) : base(info) { armament = init.Self.TraitsImplementing() .Single(a => a.Info.Name == Info.Armament); wsb = init.Self.TraitsImplementing().Single(w => w.Info.Name == Info.Body); } void PlayAttackAnimation(Actor self) { if (!IsTraitDisabled && !wsb.IsTraitDisabled && !string.IsNullOrEmpty(Info.Sequence)) wsb.PlayCustomAnimation(self, Info.Sequence); } void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel) { if (a == armament && Info.DelayRelativeTo == AttackDelayType.Attack) { if (Info.Delay > 0) tick = Info.Delay; else PlayAttackAnimation(self); } } void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel) { if (a == armament && Info.DelayRelativeTo == AttackDelayType.Preparation) { if (Info.Delay > 0) tick = Info.Delay; else PlayAttackAnimation(self); } } void ITick.Tick(Actor self) { if (Info.Delay > 0 && --tick == 0) PlayAttackAnimation(self); } } }