Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSmoke.cs
2015-06-20 22:22:59 +02:00

59 lines
1.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders an overlay when the actor is taking heavy damage.")]
public class WithSmokeInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
public readonly string Sequence = "smoke_m";
[SequenceReference("Sequence")] public readonly string IdleSequence = "idle";
[SequenceReference("Sequence")] public readonly string LoopSequence = "loop";
[SequenceReference("Sequence")] public readonly string EndSequence = "end";
public object Create(ActorInitializer init) { return new WithSmoke(init.Self, this); }
}
public class WithSmoke : INotifyDamage
{
readonly WithSmokeInfo info;
readonly Animation anim;
bool isSmoking;
public WithSmoke(Actor self, WithSmokeInfo info)
{
this.info = info;
var rs = self.Trait<RenderSprites>();
anim = new Animation(self.World, info.Sequence);
rs.Add(new AnimationWithOffset(anim, null, () => !isSmoking));
}
public void Damaged(Actor self, AttackInfo e)
{
if (isSmoking) return;
if (e.Damage < 0) return; /* getting healed */
if (e.DamageState < DamageState.Heavy) return;
isSmoking = true;
anim.PlayThen(info.IdleSequence,
() => anim.PlayThen(info.LoopSequence,
() => anim.PlayBackwardsThen(info.EndSequence,
() => isSmoking = false)));
}
}
}