Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithAimAnimation.cs
2022-08-03 21:11:03 +02:00

90 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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 WithAimAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo>
{
[Desc("Armament name")]
public readonly string Armament = "primary";
[SequenceReference]
[FieldLoader.Require]
[Desc("Displayed while targeting.")]
public readonly string Sequence = null;
[Desc("Which sprite body to modify.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithAimAnimation(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var match = ai.TraitInfos<WithSpriteBodyInfo>().SingleOrDefault(w => w.Name == Body);
if (match == null)
throw new YamlException("WithAimAnimation needs exactly one sprite body with matching name.");
base.RulesetLoaded(rules, ai);
}
}
public class WithAimAnimation : ConditionalTrait<WithAimAnimationInfo>, INotifyAiming
{
readonly AttackBase[] attackBases;
readonly WithSpriteBody wsb;
public WithAimAnimation(ActorInitializer init, WithAimAnimationInfo info)
: base(info)
{
attackBases = init.Self.TraitsImplementing<AttackBase>().ToArray();
wsb = init.Self.TraitsImplementing<WithSpriteBody>().First(w => w.Info.Name == Info.Body);
}
void UpdateSequence(bool isAiming)
{
var seq = !IsTraitDisabled && isAiming ? Info.Sequence : wsb.Info.Sequence;
wsb.DefaultAnimation.ReplaceAnim(seq);
}
void INotifyAiming.StartedAiming(Actor self, AttackBase ab)
{
// Ignore any notifications from INotifyAiming while this trait is disabled
// otherwise we replace the current animation without being active
if (IsTraitDisabled)
return;
// We know that at least one AttackBase is aiming
UpdateSequence(true);
}
void INotifyAiming.StoppedAiming(Actor self, AttackBase ab)
{
// Ignore any notifications from INotifyAiming while this trait is disabled
// otherwise we replace the current animation without being active
if (IsTraitDisabled)
return;
UpdateSequence(attackBases.Any(a => a.IsAiming));
}
protected override void TraitEnabled(Actor self) { UpdateSequence(attackBases.Any(a => a.IsAiming)); }
protected override void TraitDisabled(Actor self)
{
// Stop regardless of any aiming AttackBases
UpdateSequence(false);
}
}
}