Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithTurretAimAnimation.cs
2018-03-09 21:30:30 +01:00

77 lines
2.4 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
{
public class WithTurretAimAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteTurretInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
{
[Desc("Armament name")]
public readonly string Armament = "primary";
[Desc("Turret name")]
public readonly string Turret = "primary";
[Desc("Displayed while targeting.")]
[SequenceReference] public readonly string Sequence = null;
[Desc("Shown while reloading.")]
[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
public override object Create(ActorInitializer init) { return new WithTurretAimAnimation(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var turretAttackAnim = ai.TraitInfos<WithTurretAttackAnimationInfo>().Any(t => t.Turret == Turret);
if (turretAttackAnim)
throw new YamlException("WithTurretAimAnimation is currently not compatible with WithTurretAttackAnimation.");
base.RulesetLoaded(rules, ai);
}
}
public class WithTurretAimAnimation : ConditionalTrait<WithTurretAimAnimationInfo>, ITick
{
readonly AttackBase attack;
readonly Armament armament;
readonly WithSpriteTurret wst;
public WithTurretAimAnimation(ActorInitializer init, WithTurretAimAnimationInfo info)
: base(info)
{
attack = init.Self.Trait<AttackBase>();
armament = init.Self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == info.Armament);
wst = init.Self.TraitsImplementing<WithSpriteTurret>()
.Single(st => st.Info.Turret == info.Turret);
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled)
return;
var sequence = wst.Info.Sequence;
if (!string.IsNullOrEmpty(Info.Sequence) && attack.IsAiming)
sequence = Info.Sequence;
var prefix = (armament.IsReloading && !string.IsNullOrEmpty(Info.ReloadPrefix)) ? Info.ReloadPrefix : "";
if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
sequence = prefix + sequence;
wst.DefaultAnimation.ReplaceAnim(sequence);
}
}
}