Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
2020-11-06 22:02:24 +01:00

97 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 WithAttackAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
{
[Desc("Armament name")]
public readonly string Armament = "primary";
[SequenceReference]
[Desc("Displayed while attacking.")]
public readonly string Sequence = null;
[Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")]
public readonly int Delay = 0;
[Desc("Should the animation be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
[Desc("Which sprite body to modify.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var matches = ai.TraitInfos<WithSpriteBodyInfo>().Count(w => w.Name == Body);
if (matches != 1)
throw new YamlException("WithAttackAnimation needs exactly one sprite body with matching name.");
base.RulesetLoaded(rules, ai);
}
}
public class WithAttackAnimation : ConditionalTrait<WithAttackAnimationInfo>, ITick, INotifyAttack
{
readonly Armament armament;
readonly WithSpriteBody wsb;
int tick;
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
: base(info)
{
armament = init.Self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == Info.Armament);
wsb = init.Self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
}
void PlayAttackAnimation(Actor self)
{
if (!IsTraitDisabled && !wsb.IsTraitDisabled && !string.IsNullOrEmpty(Info.Sequence))
wsb.PlayCustomAnimation(self, Info.Sequence);
}
void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
{
if (a == armament && Info.DelayRelativeTo == AttackDelayType.Attack)
{
if (Info.Delay > 0)
tick = Info.Delay;
else
PlayAttackAnimation(self);
}
}
void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
{
if (a == armament && Info.DelayRelativeTo == AttackDelayType.Preparation)
{
if (Info.Delay > 0)
tick = Info.Delay;
else
PlayAttackAnimation(self);
}
}
void ITick.Tick(Actor self)
{
if (Info.Delay > 0 && --tick == 0)
PlayAttackAnimation(self);
}
}
}