108 lines
3.2 KiB
C#
108 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Rendered together with an attack.")]
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public class WithAttackOverlayInfo : TraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Armament that will play the animation. Set to null to allow all armaments.")]
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public readonly string Armament = null;
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[SequenceReference]
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[FieldLoader.Require]
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[Desc("Sequence name to use")]
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public readonly string Sequence = null;
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Custom palette name")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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public readonly bool IsDecoration = false;
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[Desc("Delay in ticks before overlay starts, either relative to attack preparation or attack.")]
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public readonly int Delay = 0;
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[Desc("Should the overlay be delayed relative to preparation or actual attack?")]
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public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
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public override object Create(ActorInitializer init) { return new WithAttackOverlay(init, this); }
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}
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public class WithAttackOverlay : INotifyAttack, ITick
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{
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readonly Animation overlay;
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readonly RenderSprites renderSprites;
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readonly WithAttackOverlayInfo info;
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bool attacking;
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int tick;
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public WithAttackOverlay(ActorInitializer init, WithAttackOverlayInfo info)
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{
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this.info = info;
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renderSprites = init.Self.Trait<RenderSprites>();
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var body = init.Self.TraitOrDefault<BodyOrientation>();
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var facing = init.Self.TraitOrDefault<IFacing>();
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overlay = new Animation(init.World, renderSprites.GetImage(init.Self),
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facing == null ? () => WAngle.Zero : (body == null ? () => facing.Facing : () => body.QuantizeFacing(facing.Facing)))
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{
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IsDecoration = info.IsDecoration
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};
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renderSprites.Add(new AnimationWithOffset(overlay, null, () => !attacking, p => RenderUtils.ZOffsetFromCenter(init.Self, p, 1)),
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info.Palette, info.IsPlayerPalette);
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}
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void PlayOverlay()
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{
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attacking = true;
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overlay.PlayThen(info.Sequence, () => attacking = false);
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}
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (info.DelayRelativeTo == AttackDelayType.Attack && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
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{
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if (info.Delay > 0)
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tick = info.Delay;
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else
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PlayOverlay();
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (info.DelayRelativeTo == AttackDelayType.Preparation && (string.IsNullOrEmpty(info.Armament) || info.Armament == a.Info.Name))
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{
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if (info.Delay > 0)
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tick = info.Delay;
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else
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PlayOverlay();
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}
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}
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void ITick.Tick(Actor self)
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{
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if (info.Delay > 0 && --tick == 0)
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PlayOverlay();
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}
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}
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}
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