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

76 lines
2.4 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 WithTurretAimAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteTurretInfo>, Requires<AttackBaseInfo>
{
[Desc("Armament name")]
public readonly string Armament = "primary";
[Desc("Turret name")]
public readonly string Turret = "primary";
[SequenceReference]
[FieldLoader.Require]
[Desc("Displayed while targeting.")]
public readonly string Sequence = null;
public override object Create(ActorInitializer init) { return new WithTurretAimAnimation(init, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
var match = ai.TraitInfos<WithSpriteTurretInfo>().SingleOrDefault(w => w.Turret == Turret);
if (match == null)
throw new YamlException("WithTurretAimAnimation needs exactly one sprite turret with matching Turret name.");
base.RulesetLoaded(rules, ai);
}
}
public class WithTurretAimAnimation : ConditionalTrait<WithTurretAimAnimationInfo>, INotifyAiming
{
readonly AttackBase[] attackBases;
readonly WithSpriteTurret wst;
public WithTurretAimAnimation(ActorInitializer init, WithTurretAimAnimationInfo info)
: base(info)
{
attackBases = init.Self.TraitsImplementing<AttackBase>().ToArray();
wst = init.Self.TraitsImplementing<WithSpriteTurret>().Single(st => st.Info.Turret == info.Turret);
}
void UpdateSequence(bool isAiming)
{
var seq = !IsTraitDisabled && isAiming ? Info.Sequence : wst.Info.Sequence;
wst.DefaultAnimation.ReplaceAnim(seq);
}
void INotifyAiming.StartedAiming(Actor self, AttackBase ab)
{
// We know that at least one AttackBase is aiming
UpdateSequence(true);
}
void INotifyAiming.StoppedAiming(Actor self, AttackBase ab) { 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);
}
}
}