Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithMakeAnimation.cs
2021-03-20 17:15:56 +01:00

204 lines
5.1 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 System;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Replaces the sprite during construction/deploy/undeploy.")]
public class WithMakeAnimationInfo : TraitInfo, Requires<WithSpriteBodyInfo>
{
[SequenceReference]
[Desc("Sequence name to use.")]
public readonly string Sequence = "make";
[GrantedConditionReference]
[Desc("The condition to grant to self while the make animation is playing.")]
public readonly string Condition = null;
[Desc("Apply to sprite bodies with these names.")]
public readonly string[] BodyNames = { "body" };
public override object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); }
}
public class WithMakeAnimation : INotifyCreated, INotifyDeployTriggered
{
readonly WithMakeAnimationInfo info;
readonly WithSpriteBody[] wsbs;
readonly bool skipMakeAnimation;
WithMakeOverlay[] overlays;
int token = Actor.InvalidConditionToken;
public WithMakeAnimation(ActorInitializer init, WithMakeAnimationInfo info)
{
this.info = info;
var self = init.Self;
wsbs = self.TraitsImplementing<WithSpriteBody>().Where(w => info.BodyNames.Contains(w.Info.Name)).ToArray();
skipMakeAnimation = init.Contains<SkipMakeAnimsInit>(info);
}
void INotifyCreated.Created(Actor self)
{
overlays = self.TraitsImplementing<WithMakeOverlay>().ToArray();
if (!skipMakeAnimation)
Forward(self, () => { });
}
public void Forward(Actor self, Action onComplete)
{
if (token == Actor.InvalidConditionToken)
token = self.GrantCondition(info.Condition);
var wsb = wsbs.FirstEnabledTraitOrDefault();
if (wsb == null)
return;
wsb.PlayCustomAnimation(self, info.Sequence, () =>
{
self.World.AddFrameEndTask(w =>
{
if (token != Actor.InvalidConditionToken)
token = self.RevokeCondition(token);
// TODO: Rewrite this to use a trait notification for save game support
onComplete();
});
});
foreach (var overlay in overlays)
overlay.Forward(self);
}
public void Reverse(Actor self, Action onComplete)
{
if (token == Actor.InvalidConditionToken)
token = self.GrantCondition(info.Condition);
var wsb = wsbs.FirstEnabledTraitOrDefault();
if (wsb == null)
return;
wsb.PlayCustomAnimationBackwards(self, info.Sequence, () =>
{
self.World.AddFrameEndTask(w =>
{
if (token != Actor.InvalidConditionToken)
token = self.RevokeCondition(token);
// TODO: Rewrite this to use a trait notification for save game support
onComplete();
});
});
foreach (var overlay in overlays)
overlay.Reverse(self);
}
public void Reverse(Actor self, Activity activity, bool queued = true)
{
Reverse(self, () =>
{
// HACK: The actor remains alive and active for one tick before the followup activity
// (sell/transform/etc) runs. This causes visual glitches that we attempt to minimize
// by forcing the animation to frame 0 and regranting the make condition.
// These workarounds will break the actor if the followup activity doesn't dispose it!
wsbs.FirstEnabledTraitOrDefault()?.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0);
token = self.GrantCondition(info.Condition);
self.QueueActivity(queued, activity);
});
foreach (var overlay in overlays)
overlay.Reverse(self);
}
// TODO: Make this use Forward instead
void INotifyDeployTriggered.Deploy(Actor self, bool skipMakeAnim)
{
var notified = false;
var notify = self.TraitsImplementing<INotifyDeployComplete>();
if (skipMakeAnim)
{
foreach (var n in notify)
n.FinishedDeploy(self);
return;
}
foreach (var wsb in wsbs)
{
if (wsb.IsTraitDisabled)
continue;
wsb.PlayCustomAnimation(self, info.Sequence, () =>
{
if (notified)
return;
foreach (var n in notify)
{
n.FinishedDeploy(self);
notified = true;
}
});
}
foreach (var overlay in overlays)
overlay.Forward(self);
}
// TODO: Make this use Reverse instead
void INotifyDeployTriggered.Undeploy(Actor self, bool skipMakeAnim)
{
var notified = false;
var notify = self.TraitsImplementing<INotifyDeployComplete>();
if (skipMakeAnim)
{
foreach (var n in notify)
n.FinishedUndeploy(self);
return;
}
foreach (var wsb in wsbs)
{
if (wsb.IsTraitDisabled)
continue;
wsb.PlayCustomAnimationBackwards(self, info.Sequence, () =>
{
if (notified)
return;
foreach (var n in notify)
{
n.FinishedUndeploy(self);
notified = true;
}
});
}
foreach (var overlay in overlays)
overlay.Reverse(self);
}
}
}