Files
OpenRA/OpenRA.Mods.Cnc/Traits/Render/WithDisguisingInfantryBody.cs
2022-04-01 23:30:26 +02:00

79 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits.Render
{
class WithDisguisingInfantryBodyInfo : WithInfantryBodyInfo, Requires<DisguiseInfo>
{
public override object Create(ActorInitializer init) { return new WithDisguisingInfantryBody(init, this); }
}
class WithDisguisingInfantryBody : WithInfantryBody
{
readonly Disguise disguise;
readonly RenderSprites rs;
ActorInfo disguiseActor;
Player disguisePlayer;
WithInfantryBodyInfo disguiseInfantryBody;
string disguiseImage;
public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
: base(init, info)
{
rs = init.Self.Trait<RenderSprites>();
disguise = init.Self.Trait<Disguise>();
}
protected override WithInfantryBodyInfo GetDisplayInfo()
{
return disguiseInfantryBody ?? Info;
}
protected override void Tick(Actor self)
{
if (disguise.AsActor != disguiseActor || disguise.AsPlayer != disguisePlayer)
{
// Force actor back to the stand state to avoid mismatched sequences
PlayStandAnimation(self);
disguiseActor = disguise.AsActor;
disguisePlayer = disguise.AsPlayer;
disguiseImage = null;
disguiseInfantryBody = null;
if (disguisePlayer != null)
{
var renderSprites = disguiseActor.TraitInfoOrDefault<RenderSpritesInfo>();
var infantryBody = disguiseActor.TraitInfos<WithInfantryBodyInfo>()
.FirstOrDefault(t => t.EnabledByDefault);
if (renderSprites != null && infantryBody != null)
{
disguiseImage = renderSprites.GetImage(disguiseActor, disguisePlayer.Faction.InternalName);
disguiseInfantryBody = infantryBody;
}
}
var sequence = DefaultAnimation.GetRandomExistingSequence(GetDisplayInfo().StandSequences, Game.CosmeticRandom);
if (sequence != null)
DefaultAnimation.ChangeImage(disguiseImage ?? rs.GetImage(self), sequence);
rs.UpdatePalette();
}
base.Tick(self);
}
}
}