113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.RA
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{
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class AttackPopupTurretedInfo : AttackTurretedInfo
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{
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public int CloseDelay = 125;
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public int DefaultFacing = 0;
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public float ClosedDamageMultiplier = 0.5f;
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public override object Create(ActorInitializer init) { return new AttackPopupTurreted( init, this ); }
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}
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class AttackPopupTurreted : AttackTurreted, INotifyBuildComplete, INotifyIdle, IDamageModifier
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{
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enum PopupState { Open, Rotating, Transitioning, Closed };
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AttackPopupTurretedInfo Info;
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int IdleTicks = 0;
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PopupState State = PopupState.Open;
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public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info) : base(init.self)
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{
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Info = info;
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buildComplete = init.Contains<SkipMakeAnimsInit>();
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}
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protected override bool CanAttack( Actor self, Target target )
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{
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if (State == PopupState.Transitioning)
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return false;
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if( self.HasTrait<Building>() && !buildComplete )
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return false;
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if (!base.CanAttack( self, target ))
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return false;
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IdleTicks = 0;
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if (State == PopupState.Closed)
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{
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State = PopupState.Transitioning;
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var rb = self.Trait<RenderBuilding>();
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rb.PlayCustomAnimThen(self, "opening", () =>
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{
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State = PopupState.Open;
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rb.PlayCustomAnimRepeating(self, "idle");
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});
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return false;
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}
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if (!turret.FaceTarget(self,target)) return false;
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return true;
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}
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public void TickIdle(Actor self)
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{
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if (State == PopupState.Open && IdleTicks++ > Info.CloseDelay)
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{
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turret.desiredFacing = Info.DefaultFacing;
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State = PopupState.Rotating;
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}
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else if (State == PopupState.Rotating && turret.turretFacing == Info.DefaultFacing)
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{
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State = PopupState.Transitioning;
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var rb = self.Trait<RenderBuilding>();
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rb.PlayCustomAnimThen(self, "closing", () =>
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{
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State = PopupState.Closed;
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rb.PlayCustomAnimRepeating(self, "closed-idle");
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turret.desiredFacing = null;
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});
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}
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}
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public override void BuildingComplete(Actor self)
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{
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// Set true for SkipMakeAnimsInit
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if (buildComplete)
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{
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State = PopupState.Closed;
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self.Trait<RenderBuilding>()
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.PlayCustomAnimRepeating(self, "closed-idle");
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turret.desiredFacing = null;
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}
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buildComplete = true;
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
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{
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return State == PopupState.Closed ? Info.ClosedDamageMultiplier : 1f;
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}
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}
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}
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