... for looped sequences. PlayCustomAnimationRepeating looping back into itself via Action instead of simply using Animation.PlayRepeating is weird, and in fact causes a slight 'desync' in animation speed with Animation.PlayRepeating in at least one downstream mod.
141 lines
4.7 KiB
C#
141 lines
4.7 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;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Mods.Common.Graphics;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits.Render
|
|
{
|
|
[Desc("Default trait for rendering sprite-based actors.")]
|
|
public class WithSpriteBodyInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
|
|
{
|
|
[Desc("Animation to play when the actor is created."), SequenceReference]
|
|
public readonly string StartSequence = null;
|
|
|
|
[Desc("Animation to play when the actor is idle."), SequenceReference]
|
|
public readonly string Sequence = "idle";
|
|
|
|
[Desc("Identifier used to assign modifying traits to this sprite body.")]
|
|
public readonly string Name = "body";
|
|
|
|
public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
|
|
|
|
public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
|
|
{
|
|
if (!EnabledByDefault)
|
|
yield break;
|
|
|
|
var anim = new Animation(init.World, image);
|
|
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
|
|
|
|
yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
|
|
}
|
|
}
|
|
|
|
public class WithSpriteBody : PausableConditionalTrait<WithSpriteBodyInfo>, INotifyDamageStateChanged, INotifyBuildComplete, IAutoMouseBounds
|
|
{
|
|
public readonly Animation DefaultAnimation;
|
|
readonly RenderSprites rs;
|
|
readonly Animation boundsAnimation;
|
|
|
|
public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
|
|
: this(init, info, () => 0) { }
|
|
|
|
protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
|
|
: base(info)
|
|
{
|
|
rs = init.Self.Trait<RenderSprites>();
|
|
|
|
Func<bool> paused = () => IsTraitPaused &&
|
|
DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence);
|
|
|
|
DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
|
|
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
|
|
|
|
// Cache the bounds from the default sequence to avoid flickering when the animation changes
|
|
boundsAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
|
|
boundsAnimation.PlayRepeating(info.Sequence);
|
|
|
|
if (info.StartSequence != null)
|
|
PlayCustomAnimation(init.Self, info.StartSequence,
|
|
() => DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence)));
|
|
else
|
|
DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence));
|
|
}
|
|
|
|
public string NormalizeSequence(Actor self, string sequence)
|
|
{
|
|
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
|
|
}
|
|
|
|
protected virtual void OnBuildComplete(Actor self)
|
|
{
|
|
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
|
|
}
|
|
|
|
// TODO: Get rid of INotifyBuildComplete in favor of using the condition system
|
|
void INotifyBuildComplete.BuildingComplete(Actor self)
|
|
{
|
|
OnBuildComplete(self);
|
|
}
|
|
|
|
public void PlayCustomAnimation(Actor self, string name, Action after = null)
|
|
{
|
|
DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
|
|
{
|
|
CancelCustomAnimation(self);
|
|
if (after != null)
|
|
after();
|
|
});
|
|
}
|
|
|
|
public void PlayCustomAnimationRepeating(Actor self, string name)
|
|
{
|
|
DefaultAnimation.PlayRepeating(NormalizeSequence(self, name));
|
|
}
|
|
|
|
public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
|
|
{
|
|
DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
|
|
{
|
|
CancelCustomAnimation(self);
|
|
if (after != null)
|
|
after();
|
|
});
|
|
}
|
|
|
|
public void CancelCustomAnimation(Actor self)
|
|
{
|
|
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
|
|
}
|
|
|
|
protected virtual void DamageStateChanged(Actor self)
|
|
{
|
|
if (DefaultAnimation.CurrentSequence != null)
|
|
DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
|
|
}
|
|
|
|
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
|
|
{
|
|
DamageStateChanged(self);
|
|
}
|
|
|
|
Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
|
|
{
|
|
return boundsAnimation.ScreenBounds(wr, self.CenterPosition, WVec.Zero, rs.Info.Scale);
|
|
}
|
|
}
|
|
}
|