Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithRepairAnimation.cs
2017-09-24 11:43:49 +01:00

58 lines
1.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Replaces the building animation when it repairs a unit.")]
public class WithRepairAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
public override object Create(ActorInitializer init) { return new WithRepairAnimation(init.Self, this); }
}
public class WithRepairAnimation : ConditionalTrait<WithRepairAnimationInfo>, INotifyRepair, INotifyBuildComplete, INotifySold
{
readonly WithSpriteBody spriteBody;
bool buildComplete;
public WithRepairAnimation(Actor self, WithRepairAnimationInfo info)
: base(info)
{
spriteBody = self.TraitOrDefault<WithSpriteBody>();
}
void INotifyRepair.BeforeRepair(Actor self, Actor target) { }
void INotifyRepair.RepairTick(Actor self, Actor target)
{
if (buildComplete && spriteBody != null && !IsTraitDisabled)
spriteBody.PlayCustomAnimation(self, Info.Sequence);
}
void INotifyRepair.AfterRepair(Actor self, Actor target) { }
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifySold.Sold(Actor self) { }
}
}