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OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20250330/WithDamageOverlayPropertyRename.cs
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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>
2026-01-10 21:46:54 +08:00

65 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class WithDamageOverlayPropertyRename : UpdateRule, IBeforeUpdateActors
{
public override string Name => "Renamed `WithDamageOverlay`'s `IdleSequence` to `StartSequence`.";
public override string Description => "WithDamageOverlay's property `IdleSequence` was renamed to `StartSequence`"
+ " and functionality of WithDamageOverlay changed.";
readonly List<(string, string)> hasIdleDefault = [];
readonly List<(string, string)> hasEndDefault = [];
public IEnumerable<string> BeforeUpdateActors(ModData modData, List<MiniYamlNodeBuilder> resolvedActors)
{
foreach (var actorNode in resolvedActors)
foreach (var damage in actorNode.ChildrenMatching("WithDamageOverlay"))
if (damage.HasChild("IdleSequence") || damage.HasChild("StartSequence"))
hasIdleDefault.Add((actorNode.Key, damage.Key));
foreach (var actorNode in resolvedActors)
foreach (var damage in actorNode.ChildrenMatching("WithDamageOverlay"))
if (damage.HasChild("EndSequence"))
hasEndDefault.Add((actorNode.Key, damage.Key));
yield break;
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
{
foreach (var damage in actorNode.ChildrenMatching("WithDamageOverlay"))
{
var renamed = false;
foreach (var start in damage.ChildrenMatching("IdleSequence"))
{
start.RenameKey("StartSequence");
renamed = true;
}
if (!renamed && !hasIdleDefault.Contains((actorNode.Key, damage.Key)))
damage.AddNode("StartSequence", "idle");
damage.AddNode("LoopCount", 1);
if (!hasEndDefault.Contains((actorNode.Key, damage.Key)))
damage.AddNode("EndSequence", "end");
}
yield break;
}
}
}