93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the default animation when actor resupplies a unit.")]
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public class WithResupplyAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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[Desc("Which sprite body to play the animation on.")]
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public readonly string Body = "body";
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[Desc("Events leading to the animation getting played. Possible values currently are: Rearm, Repair.")]
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public readonly ResupplyType PlayAnimationOn = ResupplyType.Rearm | ResupplyType.Repair;
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public override object Create(ActorInitializer init) { return new WithResupplyAnimation(init.Self, this); }
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}
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public class WithResupplyAnimation : ConditionalTrait<WithResupplyAnimationInfo>, INotifyResupply, ITick
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{
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readonly WithSpriteBody wsb;
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bool animPlaying;
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bool repairing;
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bool rearming;
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public WithResupplyAnimation(Actor self, WithResupplyAnimationInfo info)
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: base(info)
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{
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wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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if (!animPlaying
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&& ((repairing && Info.PlayAnimationOn.HasFlag(ResupplyType.Repair))
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|| (rearming && Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm))))
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{
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wsb.PlayCustomAnimationRepeating(self, Info.Sequence);
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animPlaying = true;
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}
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else if (animPlaying
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&& (!repairing || !Info.PlayAnimationOn.HasFlag(ResupplyType.Repair))
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&& (!rearming || !Info.PlayAnimationOn.HasFlag(ResupplyType.Rearm)))
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{
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wsb.CancelCustomAnimation(self);
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animPlaying = false;
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}
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// If an actor died before finishing resupply, there will never be a ResupplyTick call
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// with ResupplyType.None (as activities tick before ITick), so reset here every tick
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// to prevent the animation from continuing after the resupplied actor died.
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repairing = false;
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rearming = false;
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}
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void INotifyResupply.BeforeResupply(Actor self, Actor target, ResupplyType types)
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{
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repairing = types.HasFlag(ResupplyType.Repair);
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rearming = types.HasFlag(ResupplyType.Rearm);
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}
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void INotifyResupply.ResupplyTick(Actor self, Actor target, ResupplyType types)
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{
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repairing = types.HasFlag(ResupplyType.Repair);
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rearming = types.HasFlag(ResupplyType.Rearm);
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}
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protected override void TraitDisabled(Actor self)
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{
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// Cancel immediately instead of waiting for the next tick
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repairing = rearming = animPlaying = false;
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wsb.CancelCustomAnimation(self);
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}
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}
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}
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