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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OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
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OpenRA.Mods.Common/Traits/Render/WithAttackAnimation.cs
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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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public class WithAttackAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
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{
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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[SequenceReference]
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[Desc("Displayed while attacking.")]
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public readonly string Sequence = null;
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[Desc("Delay in ticks before animation starts, either relative to attack preparation or attack.")]
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public readonly int Delay = 0;
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[Desc("Should the animation be delayed relative to preparation or actual attack?")]
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public readonly AttackDelayType DelayRelativeTo = AttackDelayType.Preparation;
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[Desc("Which sprite body to modify.")]
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public readonly string Body = "body";
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public override object Create(ActorInitializer init) { return new WithAttackAnimation(init, this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var matches = ai.TraitInfos<WithSpriteBodyInfo>().Count(w => w.Name == Body);
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if (matches != 1)
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throw new YamlException("WithAttackAnimation needs exactly one sprite body with matching name.");
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base.RulesetLoaded(rules, ai);
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}
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}
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public class WithAttackAnimation : ConditionalTrait<WithAttackAnimationInfo>, ITick, INotifyAttack
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{
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readonly Armament armament;
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readonly WithSpriteBody wsb;
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int tick;
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public WithAttackAnimation(ActorInitializer init, WithAttackAnimationInfo info)
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: base(info)
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{
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == Info.Armament);
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wsb = init.Self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
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}
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void PlayAttackAnimation(Actor self)
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{
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if (!IsTraitDisabled && !wsb.IsTraitDisabled && !string.IsNullOrEmpty(Info.Sequence))
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wsb.PlayCustomAnimation(self, Info.Sequence);
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}
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void INotifyAttack.Attacking(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (a == armament && Info.DelayRelativeTo == AttackDelayType.Attack)
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{
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if (Info.Delay > 0)
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tick = Info.Delay;
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else
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PlayAttackAnimation(self);
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}
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}
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void INotifyAttack.PreparingAttack(Actor self, in Target target, Armament a, Barrel barrel)
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{
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if (a == armament && Info.DelayRelativeTo == AttackDelayType.Preparation)
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{
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if (Info.Delay > 0)
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tick = Info.Delay;
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else
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PlayAttackAnimation(self);
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}
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}
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void ITick.Tick(Actor self)
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{
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if (Info.Delay > 0 && --tick == 0)
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PlayAttackAnimation(self);
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}
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}
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}
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