100 lines
2.7 KiB
C#
100 lines
2.7 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
|
* This file is part of OpenRA.
|
|
*
|
|
* OpenRA is free software: you can redistribute it and/or modify
|
|
* it 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.
|
|
*
|
|
* OpenRA is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
#endregion
|
|
|
|
using OpenRA.Traits;
|
|
using OpenRA.Traits.Activities;
|
|
using OpenRA.Mods.RA.Effects;
|
|
|
|
namespace OpenRA.Mods.RA
|
|
{
|
|
public class RenderInfantryInfo : RenderSimpleInfo
|
|
{
|
|
public override object Create(ActorInitializer init) { return new RenderInfantry(init.self); }
|
|
}
|
|
|
|
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage
|
|
{
|
|
public RenderInfantry(Actor self)
|
|
: base(self, () => self.traits.Get<Unit>().Facing)
|
|
{
|
|
anim.Play("stand");
|
|
}
|
|
|
|
bool ChooseMoveAnim(Actor self)
|
|
{
|
|
if (!(self.GetCurrentActivity() is Move))
|
|
return false;
|
|
|
|
var mobile = self.traits.Get<Mobile>();
|
|
if (float2.WithinEpsilon(self.CenterLocation, Util.CenterOfCell(mobile.toCell), 2)) return false;
|
|
|
|
var seq = IsProne(self) ? "crawl" : "run";
|
|
|
|
if (anim.CurrentSequence.Name != seq)
|
|
anim.PlayRepeating(seq);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool inAttack = false;
|
|
bool IsProne(Actor self)
|
|
{
|
|
var takeCover = self.traits.GetOrDefault<TakeCover>();
|
|
return takeCover != null && takeCover.IsProne;
|
|
}
|
|
|
|
public void Attacking(Actor self)
|
|
{
|
|
inAttack = true;
|
|
|
|
var seq = IsProne(self) ? "prone-shoot" : "shoot";
|
|
|
|
if (anim.HasSequence(seq))
|
|
anim.PlayThen(seq, () => inAttack = false);
|
|
else if (anim.HasSequence("heal"))
|
|
anim.PlayThen("heal", () => inAttack = false);
|
|
}
|
|
|
|
public override void Tick(Actor self)
|
|
{
|
|
base.Tick(self);
|
|
if (inAttack) return;
|
|
if (ChooseMoveAnim(self)) return;
|
|
|
|
/* todo: idle anims, etc */
|
|
|
|
if (IsProne(self))
|
|
anim.PlayFetchIndex("crawl", () => 0); /* what a hack. */
|
|
else
|
|
anim.Play("stand");
|
|
}
|
|
|
|
public void Damaged(Actor self, AttackInfo e)
|
|
{
|
|
if (e.DamageState == DamageState.Dead)
|
|
{
|
|
var death = e.Warhead != null ? e.Warhead.InfDeath : 0;
|
|
Sound.PlayVoice("Die", self);
|
|
self.World.AddFrameEndTask(w => w.Add(new Corpse(self, death)));
|
|
}
|
|
}
|
|
}
|
|
}
|