105 lines
2.9 KiB
C#
105 lines
2.9 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;
|
|
using System.Linq;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits.Render
|
|
{
|
|
[Flags]
|
|
public enum ResupplyType
|
|
{
|
|
Rearm = 1,
|
|
Repair = 2
|
|
}
|
|
|
|
[Desc("Replaces the default animation when actor resupplies a unit.")]
|
|
public class WithResupplyAnimationInfo : 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";
|
|
|
|
[Desc("Events leading to the animation getting played. Possible values currently are: Rearm, Repair.")]
|
|
public readonly ResupplyType PlayAnimationOn = ResupplyType.Rearm | ResupplyType.Repair;
|
|
|
|
public override object Create(ActorInitializer init) { return new WithResupplyAnimation(init.Self, this); }
|
|
}
|
|
|
|
public class WithResupplyAnimation : ConditionalTrait<WithResupplyAnimationInfo>, INotifyRepair, INotifyRearm, ITick
|
|
{
|
|
readonly WithSpriteBody wsb;
|
|
bool animPlaying;
|
|
bool repairing;
|
|
bool rearming;
|
|
|
|
public WithResupplyAnimation(Actor self, WithResupplyAnimationInfo info)
|
|
: base(info)
|
|
{
|
|
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
|
|
}
|
|
|
|
void ITick.Tick(Actor self)
|
|
{
|
|
if (IsTraitDisabled)
|
|
return;
|
|
|
|
if (!animPlaying
|
|
&& ((repairing && Info.PlayAnimationOn.HasFlag(ResupplyType.Repair))
|
|
|| (rearming && Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm))))
|
|
{
|
|
wsb.PlayCustomAnimationRepeating(self, Info.Sequence);
|
|
animPlaying = true;
|
|
}
|
|
else if (animPlaying
|
|
&& (!repairing || !Info.PlayAnimationOn.HasFlag(ResupplyType.Repair))
|
|
&& (!rearming || !Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm)))
|
|
{
|
|
wsb.CancelCustomAnimation(self);
|
|
animPlaying = false;
|
|
}
|
|
}
|
|
|
|
void INotifyRepair.BeforeRepair(Actor self, Actor target)
|
|
{
|
|
repairing = true;
|
|
}
|
|
|
|
void INotifyRepair.RepairTick(Actor self, Actor target) { }
|
|
|
|
void INotifyRepair.AfterRepair(Actor self, Actor target)
|
|
{
|
|
repairing = false;
|
|
}
|
|
|
|
void INotifyRearm.RearmingStarted(Actor self, Actor target)
|
|
{
|
|
rearming = true;
|
|
}
|
|
|
|
void INotifyRearm.Rearming(Actor self, Actor target) { }
|
|
|
|
void INotifyRearm.RearmingFinished(Actor self, Actor target)
|
|
{
|
|
rearming = false;
|
|
}
|
|
|
|
protected override void TraitDisabled(Actor self)
|
|
{
|
|
// Cancel immediately instead of waiting for the next tick
|
|
repairing = rearming = animPlaying = false;
|
|
wsb.CancelCustomAnimation(self);
|
|
}
|
|
}
|
|
} |