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

50 lines
1.5 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("Replaces the building animation when `NukePower` is triggered.")]
public class WithNukeLaunchAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithNukeLaunchAnimation(init.Self, this); }
}
public class WithNukeLaunchAnimation : ConditionalTrait<WithNukeLaunchAnimationInfo>, INotifyNuke
{
readonly WithSpriteBody wsb;
public WithNukeLaunchAnimation(Actor self, WithNukeLaunchAnimationInfo info)
: base(info)
{
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
}
void INotifyNuke.Launching(Actor self)
{
if (!IsTraitDisabled)
wsb.PlayCustomAnimation(self, Info.Sequence, () => wsb.CancelCustomAnimation(self));
}
protected override void TraitDisabled(Actor self)
{
wsb.CancelCustomAnimation(self);
}
}
}