Files
OpenRA/OpenRA.Mods.Cnc/Activities/VoxelHarvesterDockSequence.cs
2021-03-14 15:17:57 +01:00

89 lines
2.8 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 OpenRA.Mods.Cnc.Traits.Render;
using OpenRA.Mods.Common.Activities;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Cnc.Activities
{
public class VoxelHarvesterDockSequence : HarvesterDockSequence
{
readonly WithVoxelUnloadBody body;
readonly WithDockingOverlay spriteOverlay;
public VoxelHarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, in WVec dragOffset, int dragLength)
: base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength)
{
body = self.Trait<WithVoxelUnloadBody>();
spriteOverlay = refinery.TraitOrDefault<WithDockingOverlay>();
}
public override void OnStateDock(Actor self)
{
body.Docked = true;
foreach (var trait in self.TraitsImplementing<INotifyHarvesterAction>())
trait.Docked();
foreach (var nd in Refinery.TraitsImplementing<INotifyDocking>())
nd.Docked(Refinery, self);
if (spriteOverlay != null && !spriteOverlay.Visible)
{
spriteOverlay.Visible = true;
spriteOverlay.WithOffset.Animation.PlayThen(spriteOverlay.Info.Sequence, () =>
{
dockingState = DockingState.Loop;
spriteOverlay.Visible = false;
});
}
else
dockingState = DockingState.Loop;
}
public override void OnStateUndock(Actor self)
{
// If body.Docked wasn't set, we didn't actually dock and have to skip the undock overlay
if (!body.Docked)
dockingState = DockingState.Complete;
else if (Refinery.IsInWorld && !Refinery.IsDead && spriteOverlay != null && !spriteOverlay.Visible)
{
dockingState = DockingState.Wait;
spriteOverlay.Visible = true;
spriteOverlay.WithOffset.Animation.PlayBackwardsThen(spriteOverlay.Info.Sequence, () =>
{
dockingState = DockingState.Complete;
body.Docked = false;
spriteOverlay.Visible = false;
foreach (var trait in self.TraitsImplementing<INotifyHarvesterAction>())
trait.Undocked();
if (Refinery.IsInWorld && !Refinery.IsDead)
foreach (var nd in Refinery.TraitsImplementing<INotifyDocking>())
nd.Undocked(Refinery, self);
});
}
else
{
dockingState = DockingState.Complete;
body.Docked = false;
foreach (var trait in self.TraitsImplementing<INotifyHarvesterAction>())
trait.Undocked();
if (Refinery.IsInWorld && !Refinery.IsDead)
foreach (var nd in Refinery.TraitsImplementing<INotifyDocking>())
nd.Undocked(Refinery, self);
}
}
}
}