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

86 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 WithMoveAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<IMoveInfo>
{
[SequenceReference]
[Desc("Displayed while moving.")]
public readonly string MoveSequence = "move";
[Desc("Which sprite body to modify.")]
public readonly string Body = "body";
[Desc("Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.")]
public readonly MovementType ValidMovementTypes = MovementType.Horizontal;
public override object Create(ActorInitializer init) { return new WithMoveAnimation(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var matches = ai.TraitInfos<WithSpriteBodyInfo>().Count(w => w.Name == Body);
if (matches != 1)
throw new YamlException("WithMoveAnimation needs exactly one sprite body with matching name.");
base.RulesetLoaded(rules, ai);
}
}
public class WithMoveAnimation : ConditionalTrait<WithMoveAnimationInfo>, INotifyMoving
{
readonly IMove movement;
readonly WithSpriteBody wsb;
public WithMoveAnimation(ActorInitializer init, WithMoveAnimationInfo info)
: base(info)
{
movement = init.Self.Trait<IMove>();
wsb = init.Self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
}
void UpdateAnimation(Actor self, MovementType types)
{
var playAnim = false;
if (!IsTraitDisabled && (types & Info.ValidMovementTypes) != 0)
playAnim = true;
if (!playAnim && wsb.DefaultAnimation.CurrentSequence.Name == Info.MoveSequence)
{
wsb.CancelCustomAnimation(self);
return;
}
if (playAnim && wsb.DefaultAnimation.CurrentSequence.Name != Info.MoveSequence)
wsb.PlayCustomAnimationRepeating(self, Info.MoveSequence);
}
void INotifyMoving.MovementTypeChanged(Actor self, MovementType types)
{
UpdateAnimation(self, types);
}
protected override void TraitEnabled(Actor self)
{
// HACK: Use a FrameEndTask to avoid construction order issues with WithSpriteBody
self.World.AddFrameEndTask(w => UpdateAnimation(self, movement.CurrentMovementTypes));
}
protected override void TraitDisabled(Actor self)
{
UpdateAnimation(self, movement.CurrentMovementTypes);
}
}
}