Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs

125 lines
3.9 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 System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
public class WithAttackAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
{
[Desc("Armament name")]
public readonly string Armament = "primary";
[Desc("Displayed while attacking.")]
[SequenceReference] public readonly string AttackSequence = null;
[Desc("Displayed while targeting.")]
[SequenceReference] public readonly string AimSequence = null;
[Desc("Shown while reloading.")]
[SequenceReference(null, true)] public readonly string ReloadPrefix = null;
[Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")]
public readonly int Delay = 0;
[Desc("Should the animation be delayed relative to preparation or actual attack?")]
public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
[Desc("Which sprite body to modify.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var matches = ai.TraitInfos<WithSpriteBodyInfo>().Count(w => w.Name == Body);
if (matches != 1)
throw new YamlException("WithAttackAnimation needs exactly one sprite body with matching name.");
base.RulesetLoaded(rules, ai);
}
}
public class WithAttackAnimation : ConditionalTrait<WithAttackAnimationInfo>, ITick, INotifyAttack
{
readonly AttackBase attack;
readonly Armament armament;
readonly WithSpriteBody wsb;
readonly bool noAimOrReloadAnim;
int tick;
bool attackAnimPlaying;
public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
: base(info)
{
attack = init.Self.Trait<AttackBase>();
armament = init.Self.TraitsImplementing<Armament>()
.Single(a => a.Info.Name == Info.Armament);
wsb = init.Self.TraitsImplementing<WithSpriteBody>().First(w => w.Info.Name == Info.Body);
noAimOrReloadAnim = string.IsNullOrEmpty(Info.AimSequence) && string.IsNullOrEmpty(Info.ReloadPrefix);
}
void PlayAttackAnimation(Actor self)
{
if (!IsTraitDisabled && !wsb.IsTraitDisabled && !string.IsNullOrEmpty(Info.AttackSequence))
{
attackAnimPlaying = true;
wsb.PlayCustomAnimation(self, Info.AttackSequence, () => attackAnimPlaying = false);
}
}
void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (Info.DelayRelativeTo == AttackDelayType.Attack)
{
if (Info.Delay > 0)
tick = Info.Delay;
else
PlayAttackAnimation(self);
}
}
void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel)
{
if (Info.DelayRelativeTo == AttackDelayType.Preparation)
{
if (Info.Delay > 0)
tick = Info.Delay;
else
PlayAttackAnimation(self);
}
}
void ITick.Tick(Actor self)
{
if (Info.Delay > 0 && --tick == 0)
PlayAttackAnimation(self);
if (IsTraitDisabled || noAimOrReloadAnim || attackAnimPlaying || wsb.IsTraitDisabled)
return;
var sequence = wsb.Info.Sequence;
if (!string.IsNullOrEmpty(Info.AimSequence) && attack.IsAiming)
sequence = Info.AimSequence;
var prefix = (armament.IsReloading && !string.IsNullOrEmpty(Info.ReloadPrefix)) ? Info.ReloadPrefix : "";
if (!string.IsNullOrEmpty(prefix) && sequence != (prefix + sequence))
sequence = prefix + sequence;
wsb.DefaultAnimation.ReplaceAnim(sequence);
}
}
}