90 lines
2.7 KiB
C#
90 lines
2.7 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 System.Linq;
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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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public class WithAimAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[SequenceReference]
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[FieldLoader.Require]
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[Desc("Displayed while targeting.")]
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public readonly string Sequence = null;
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[Desc("Which sprite body to modify.")]
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public readonly string Body = "body";
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public override object Create(ActorInitializer init) { return new WithAimAnimation(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var match = ai.TraitInfos<WithSpriteBodyInfo>().SingleOrDefault(w => w.Name == Body);
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if (match == null)
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throw new YamlException("WithAimAnimation needs exactly one sprite body with matching name.");
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base.RulesetLoaded(rules, ai);
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}
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}
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public class WithAimAnimation : ConditionalTrait<WithAimAnimationInfo>, INotifyAiming
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{
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readonly AttackBase[] attackBases;
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readonly WithSpriteBody wsb;
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public WithAimAnimation(ActorInitializer init, WithAimAnimationInfo info)
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: base(info)
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{
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attackBases = init.Self.TraitsImplementing<AttackBase>().ToArray();
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wsb = init.Self.TraitsImplementing<WithSpriteBody>().First(w => w.Info.Name == Info.Body);
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}
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void UpdateSequence(bool isAiming)
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{
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var seq = !IsTraitDisabled && isAiming ? Info.Sequence : wsb.Info.Sequence;
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wsb.DefaultAnimation.ReplaceAnim(seq);
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}
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void INotifyAiming.StartedAiming(Actor self, AttackBase ab)
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{
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// Ignore any notifications from INotifyAiming while this trait is disabled
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// otherwise we replace the current animation without being active
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if (IsTraitDisabled)
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return;
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// We know that at least one AttackBase is aiming
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UpdateSequence(true);
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}
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void INotifyAiming.StoppedAiming(Actor self, AttackBase ab)
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{
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// Ignore any notifications from INotifyAiming while this trait is disabled
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// otherwise we replace the current animation without being active
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if (IsTraitDisabled)
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return;
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UpdateSequence(attackBases.Any(a => a.IsAiming));
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}
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protected override void TraitEnabled(Actor self) { UpdateSequence(attackBases.Any(a => a.IsAiming)); }
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protected override void TraitDisabled(Actor self)
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{
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// Stop regardless of any aiming AttackBases
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UpdateSequence(false);
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}
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}
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}
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