Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the building animation when it accepts a cash delivery unit.")]
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public class WithAcceptDeliveredCashAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[SequenceReference]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "active";
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[Desc("Which sprite body to play the animation on.")]
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public readonly string Body = "body";
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public override object Create(ActorInitializer init) { return new WithAcceptDeliveredCashAnimation(init.Self, this); }
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}
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public class WithAcceptDeliveredCashAnimation : ConditionalTrait<WithAcceptDeliveredCashAnimationInfo>, INotifyCashTransfer
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{
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readonly WithSpriteBody wsb;
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public WithAcceptDeliveredCashAnimation(Actor self, WithAcceptDeliveredCashAnimationInfo info)
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: base(info)
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{
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wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == info.Body);
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}
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bool playing;
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void INotifyCashTransfer.OnAcceptingCash(Actor self, Actor donor)
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{
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if (IsTraitDisabled || playing)
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return;
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playing = true;
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wsb.PlayCustomAnimation(self, Info.Sequence, () => playing = false);
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}
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void INotifyCashTransfer.OnDeliveringCash(Actor self, Actor acceptor) { }
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}
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}
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