Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithInfantryBody.cs
Paul Chote 2b076dd35d Merge pull request #10961 from Mailaender/animate-infantry-stand
Added animation support to infantry stand sequences
2016-03-26 17:54:12 +00:00

187 lines
5.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class WithInfantryBodyInfo : UpgradableTraitInfo, IRenderActorPreviewSpritesInfo, Requires<IMoveInfo>, Requires<RenderSpritesInfo>
{
public readonly int MinIdleDelay = 30;
public readonly int MaxIdleDelay = 110;
[SequenceReference] public readonly string MoveSequence = "run";
[SequenceReference] public readonly string AttackSequence = null;
[SequenceReference] public readonly string[] IdleSequences = { };
[SequenceReference] public readonly string[] StandSequences = { "stand" };
public override object Create(ActorInitializer init) { return new WithInfantryBody(init, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
{
var facing = 0;
var ifacing = init.Actor.TraitInfoOrDefault<IFacingInfo>();
if (ifacing != null)
facing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing();
var anim = new Animation(init.World, image, () => facing);
anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), StandSequences.First()));
yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
}
}
public class WithInfantryBody : UpgradableTrait<WithInfantryBodyInfo>, ITick, INotifyAttack, INotifyIdle, INotifyCreated
{
readonly IMove move;
protected readonly Animation DefaultAnimation;
bool dirty;
string idleSequence;
int idleDelay;
AnimationState state;
IRenderInfantrySequenceModifier rsm;
bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
bool wasModifying;
public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info)
: base(info)
{
var self = init.Self;
var rs = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self));
rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
PlayStandAnimation(self);
state = AnimationState.Waiting;
move = init.Self.Trait<IMove>();
}
public void PlayStandAnimation(Actor self)
{
var sequence = DefaultAnimation.GetRandomExistingSequence(Info.StandSequences, Game.CosmeticRandom);
if (sequence != null)
{
var normalized = NormalizeInfantrySequence(self, sequence);
DefaultAnimation.PlayRepeating(normalized);
}
}
public void Created(Actor self)
{
rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
}
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = IsModifyingSequence ? rsm.SequencePrefix : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return !IsModifyingSequence;
}
public void Attacking(Actor self, Target target)
{
if (!string.IsNullOrEmpty(Info.AttackSequence) && DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, Info.AttackSequence)))
{
state = AnimationState.Attacking;
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, Info.AttackSequence), () => state = AnimationState.Idle);
}
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
Attacking(self, target);
}
public virtual void Tick(Actor self)
{
if (rsm != null)
{
if (wasModifying != rsm.IsModifyingSequence)
dirty = true;
wasModifying = rsm.IsModifyingSequence;
}
if ((state != AnimationState.Moving || dirty) && move.IsMoving)
{
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, Info.MoveSequence));
}
else if (((state == AnimationState.Moving || dirty) && !move.IsMoving)
|| ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle))
{
state = AnimationState.Waiting;
PlayStandAnimation(self);
}
dirty = false;
}
public void TickIdle(Actor self)
{
if (state != AnimationState.Idle && state != AnimationState.IdleAnimating && state != AnimationState.Attacking)
{
PlayStandAnimation(self);
state = AnimationState.Idle;
if (Info.IdleSequences.Length > 0)
{
idleSequence = Info.IdleSequences.Random(self.World.SharedRandom);
idleDelay = self.World.SharedRandom.Next(Info.MinIdleDelay, Info.MaxIdleDelay);
}
}
else if (AllowIdleAnimation(self))
{
if (idleSequence != null && DefaultAnimation.HasSequence(idleSequence))
{
if (idleDelay > 0 && --idleDelay == 0)
{
state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () =>
{
PlayStandAnimation(self);
state = AnimationState.Waiting;
});
}
}
else
{
PlayStandAnimation(self);
state = AnimationState.Waiting;
}
}
}
enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
}
}