80 lines
1.9 KiB
C#
80 lines
1.9 KiB
C#
using OpenRa.Effects;
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using OpenRa.Graphics;
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namespace OpenRa.Traits
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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{
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public override object Create(Actor self) { return new RenderInfantry(self); }
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage
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{
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public RenderInfantry(Actor self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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}
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bool ChooseMoveAnim(Actor self)
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{
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if (!(self.GetCurrentActivity() is Activities.Move))
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return false;
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var mobile = self.traits.Get<Mobile>();
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if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
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var seq = IsProne(self) ? "crawl" : "run";
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if (anim.CurrentSequence.Name != seq)
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anim.PlayRepeating(seq);
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return true;
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}
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bool inAttack = false;
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bool IsProne(Actor self)
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{
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var takeCover = self.traits.GetOrDefault<TakeCover>();
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return takeCover != null && takeCover.IsProne;
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}
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public void Attacking(Actor self)
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{
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inAttack = true;
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var seq = IsProne(self) ? "prone-shoot" : "shoot";
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if (anim.HasSequence(seq))
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anim.PlayThen(seq, () => inAttack = false);
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else if (anim.HasSequence("heal"))
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anim.PlayThen("heal", () => inAttack = false);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (inAttack) return;
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if (ChooseMoveAnim(self)) return;
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/* todo: idle anims, etc */
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if (IsProne(self))
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anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
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else
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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{
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Sound.PlayVoice("Die", self);
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self.World.AddFrameEndTask(w => w.Add(new Corpse(self, e.Warhead.InfDeath)));
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}
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}
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}
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}
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