#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; 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 : TraitInfo, Requires { [SequenceReference] [Desc("Sequence name to use.")] 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 override object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); } } public class WithMakeAnimation : INotifyCreated, INotifyDeployTriggered { readonly WithMakeAnimationInfo info; readonly WithSpriteBody[] wsbs; readonly bool skipMakeAnimation; WithMakeOverlay[] overlays; int token = Actor.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(); skipMakeAnimation = init.Contains(info); } void INotifyCreated.Created(Actor self) { overlays = self.TraitsImplementing().ToArray(); if (!skipMakeAnimation) Forward(self, () => { }); } public void Forward(Actor self, Action onComplete) { if (token == Actor.InvalidConditionToken) token = self.GrantCondition(info.Condition); var wsb = wsbs.FirstEnabledTraitOrDefault(); if (wsb == null) return; wsb.PlayCustomAnimation(self, info.Sequence, () => { self.World.AddFrameEndTask(w => { if (token != Actor.InvalidConditionToken) token = self.RevokeCondition(token); // TODO: Rewrite this to use a trait notification for save game support onComplete(); }); }); foreach (var overlay in overlays) overlay.Forward(self); } public void Reverse(Actor self, Action onComplete) { if (token == Actor.InvalidConditionToken) token = self.GrantCondition(info.Condition); var wsb = wsbs.FirstEnabledTraitOrDefault(); if (wsb == null) return; wsb.PlayCustomAnimationBackwards(self, info.Sequence, () => { self.World.AddFrameEndTask(w => { if (token != Actor.InvalidConditionToken) token = self.RevokeCondition(token); // TODO: Rewrite this to use a trait notification for save game support onComplete(); }); }); foreach (var overlay in overlays) overlay.Reverse(self); } public void Reverse(Actor self, Activity activity, bool queued = true) { Reverse(self, () => { // 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! wsbs.FirstEnabledTraitOrDefault()?.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0); token = self.GrantCondition(info.Condition); self.QueueActivity(queued, activity); }); foreach (var overlay in overlays) overlay.Reverse(self); } // TODO: Make this use Forward instead void INotifyDeployTriggered.Deploy(Actor self, bool skipMakeAnim) { var notified = false; var notify = self.TraitsImplementing(); if (skipMakeAnim) { foreach (var n in notify) n.FinishedDeploy(self); return; } foreach (var wsb in wsbs) { if (wsb.IsTraitDisabled) continue; wsb.PlayCustomAnimation(self, info.Sequence, () => { if (notified) return; foreach (var n in notify) { n.FinishedDeploy(self); notified = true; } }); } foreach (var overlay in overlays) overlay.Forward(self); } // TODO: Make this use Reverse instead void INotifyDeployTriggered.Undeploy(Actor self, bool skipMakeAnim) { var notified = false; var notify = self.TraitsImplementing(); if (skipMakeAnim) { foreach (var n in notify) n.FinishedUndeploy(self); return; } foreach (var wsb in wsbs) { if (wsb.IsTraitDisabled) continue; wsb.PlayCustomAnimationBackwards(self, info.Sequence, () => { if (notified) return; foreach (var n in notify) { n.FinishedUndeploy(self); notified = true; } }); } foreach (var overlay in overlays) overlay.Reverse(self); } } }