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

111 lines
3.3 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 WithTurretAttackAnimationInfo : ITraitInfo, 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 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;
public object Create(ActorInitializer init) { return new WithTurretAttackAnimation(init, this); }
}
public class WithTurretAttackAnimation : ITick, INotifyAttack
{
readonly WithTurretAttackAnimationInfo info;
readonly AttackBase attack;
readonly Armament armament;
readonly WithSpriteTurret wst;
int tick;
public WithTurretAttackAnimation(ActorInitializer init, WithTurretAttackAnimationInfo info)
{
this.info = 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 PlayAttackAnimation(Actor self)
{
if (!string.IsNullOrEmpty(info.AttackSequence))
wst.PlayCustomAnimation(self, info.AttackSequence);
}
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 (string.IsNullOrEmpty(info.AimSequence) && string.IsNullOrEmpty(info.ReloadPrefix))
return;
var sequence = wst.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;
wst.DefaultAnimation.ReplaceAnim(sequence);
}
}
}