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/WithMoveAnimation.cs
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OpenRA.Mods.Common/Traits/Render/WithMoveAnimation.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 WithMoveAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>, Requires<IMoveInfo>
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{
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[SequenceReference]
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[Desc("Displayed while moving.")]
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public readonly string MoveSequence = "move";
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[Desc("Which sprite body to modify.")]
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public readonly string Body = "body";
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[Desc("Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.")]
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public readonly MovementType ValidMovementTypes = MovementType.Horizontal;
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public override object Create(ActorInitializer init) { return new WithMoveAnimation(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("WithMoveAnimation 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 WithMoveAnimation : ConditionalTrait<WithMoveAnimationInfo>, INotifyMoving
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{
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readonly IMove movement;
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readonly WithSpriteBody wsb;
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public WithMoveAnimation(ActorInitializer init, WithMoveAnimationInfo info)
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: base(info)
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{
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movement = init.Self.Trait<IMove>();
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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 UpdateAnimation(Actor self, MovementType types)
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{
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var playAnim = false;
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if (!IsTraitDisabled && (types & Info.ValidMovementTypes) != 0)
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playAnim = true;
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if (!playAnim && wsb.DefaultAnimation.CurrentSequence.Name == Info.MoveSequence)
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{
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wsb.CancelCustomAnimation(self);
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return;
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}
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if (playAnim && wsb.DefaultAnimation.CurrentSequence.Name != Info.MoveSequence)
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wsb.PlayCustomAnimationRepeating(self, Info.MoveSequence);
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}
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void INotifyMoving.MovementTypeChanged(Actor self, MovementType types)
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{
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UpdateAnimation(self, types);
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}
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protected override void TraitEnabled(Actor self)
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{
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// HACK: Use a FrameEndTask to avoid construction order issues with WithSpriteBody
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self.World.AddFrameEndTask(w => UpdateAnimation(self, movement.CurrentMovementTypes));
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}
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protected override void TraitDisabled(Actor self)
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{
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UpdateAnimation(self, movement.CurrentMovementTypes);
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}
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}
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}
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