Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithBuildingPlacedAnimation.cs

67 lines
2.0 KiB
C#

#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
{
[Desc("Changes the animation when the actor constructed a building.")]
public class WithBuildingPlacedAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
{
[Desc("Sequence name to use"), SequenceReference]
public readonly string Sequence = "build";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
}
public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete, INotifySold, INotifyTransform
{
readonly WithBuildingPlacedAnimationInfo info;
readonly WithSpriteBody wsb;
bool buildComplete;
public WithBuildingPlacedAnimation(Actor self, WithBuildingPlacedAnimationInfo info)
{
this.info = info;
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>();
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Sold(Actor self) { }
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifyTransform.BeforeTransform(Actor self)
{
buildComplete = false;
}
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
void INotifyBuildingPlaced.BuildingPlaced(Actor self)
{
if (buildComplete)
wsb.PlayCustomAnimation(self, info.Sequence);
}
}
}