#region Copyright & License Information /* * Copyright 2007-2018 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 WithTurretAimAnimationInfo : ConditionalTraitInfo, Requires, Requires, Requires { [Desc("Armament name")] public readonly string Armament = "primary"; [Desc("Turret name")] public readonly string Turret = "primary"; [Desc("Displayed while targeting.")] [SequenceReference] public readonly string Sequence = null; [Desc("Shown while reloading.")] [SequenceReference(null, true)] public readonly string ReloadPrefix = null; public override object Create(ActorInitializer init) { return new WithTurretAimAnimation(init, this); } public override void RulesetLoaded(Ruleset rules, ActorInfo ai) { var turretAttackAnim = ai.TraitInfos().Any(t => t.Turret == Turret); if (turretAttackAnim) throw new YamlException("WithTurretAimAnimation is currently not compatible with WithTurretAttackAnimation. Don't use them on the same turret."); base.RulesetLoaded(rules, ai); } } public class WithTurretAimAnimation : ConditionalTrait, ITick { readonly AttackBase attack; readonly Armament armament; readonly WithSpriteTurret wst; string sequence; public WithTurretAimAnimation(ActorInitializer init, WithTurretAimAnimationInfo info) : base(info) { attack = init.Self.Trait(); armament = init.Self.TraitsImplementing() .Single(a => a.Info.Name == info.Armament); wst = init.Self.TraitsImplementing() .Single(st => st.Info.Turret == info.Turret); sequence = wst.Info.Sequence; } void ITick.Tick(Actor self) { if (IsTraitDisabled && sequence == wst.Info.Sequence) return; sequence = wst.Info.Sequence; if (!IsTraitDisabled && !string.IsNullOrEmpty(Info.Sequence) && attack.IsAiming) sequence = Info.Sequence; var prefix = (armament.IsReloading && !string.IsNullOrEmpty(Info.ReloadPrefix)) ? Info.ReloadPrefix : ""; if (!IsTraitDisabled && !string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence)) sequence = prefix + sequence; wst.DefaultAnimation.ReplaceAnim(sequence); } } }