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

58 lines
1.7 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
{
[Desc("Replaces the building animation when it rearms a unit.")]
public class WithRearmAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[Desc("Sequence name to use")]
[SequenceReference] public readonly string Sequence = "active";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithRearmAnimation(init.Self, this); }
}
public class WithRearmAnimation : ConditionalTrait<WithRearmAnimationInfo>, INotifyRearm, INotifyBuildComplete, INotifySold
{
readonly WithSpriteBody spriteBody;
bool buildComplete;
public WithRearmAnimation(Actor self, WithRearmAnimationInfo info)
: base(info)
{
spriteBody = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
}
void INotifyRearm.Rearming(Actor self, Actor target)
{
if (buildComplete && !IsTraitDisabled)
spriteBody.PlayCustomAnimation(self, Info.Sequence);
}
void INotifyBuildComplete.BuildingComplete(Actor self)
{
buildComplete = true;
}
void INotifySold.Selling(Actor self)
{
buildComplete = false;
}
void INotifySold.Sold(Actor self) { }
}
}