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

70 lines
1.9 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("Periodically plays an idle animation, replacing the default body animation.")]
public class WithIdleAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[SequenceReference, Desc("Sequence names to use.")]
public readonly string[] Sequences = { "active" };
public readonly int Interval = 750;
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithIdleAnimation(init.Self, this); }
}
public class WithIdleAnimation : ConditionalTrait<WithIdleAnimationInfo>, ITick, INotifyBuildComplete, INotifySold
{
readonly WithSpriteBody wsb;
bool buildComplete;
int ticks;
public WithIdleAnimation(Actor self, WithIdleAnimationInfo info)
: base(info)
{
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
ticks = info.Interval;
}
void ITick.Tick(Actor self)
{
if (!buildComplete || IsTraitDisabled)
return;
if (--ticks <= 0)
{
wsb.PlayCustomAnimation(self, Info.Sequences.Random(Game.CosmeticRandom));
ticks = Info.Interval;
}
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifySold.Sold(Actor self) { }
}
}