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OpenRA/OpenRA.Mods.Common/Traits/Render/WithSupportPowerActivationAnimation.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

54 lines
1.7 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.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Replaces the building animation when a support power is triggered.")]
public class WithSupportPowerActivationAnimationInfo : ConditionalTraitInfo, Requires<WithSpriteBodyInfo>
{
[SequenceReference]
[Desc("Sequence name to use")]
public readonly string Sequence = "active";
[Desc("Which sprite body to play the animation on.")]
public readonly string Body = "body";
public override object Create(ActorInitializer init) { return new WithSupportPowerActivationAnimation(init.Self, this); }
}
public class WithSupportPowerActivationAnimation : ConditionalTrait<WithSupportPowerActivationAnimationInfo>, INotifySupportPower
{
readonly WithSpriteBody wsb;
public WithSupportPowerActivationAnimation(Actor self, WithSupportPowerActivationAnimationInfo info)
: base(info)
{
wsb = self.TraitsImplementing<WithSpriteBody>().Single(w => w.Info.Name == Info.Body);
}
void INotifySupportPower.Charged(Actor self) { }
void INotifySupportPower.Activated(Actor self)
{
if (!IsTraitDisabled)
wsb.PlayCustomAnimation(self, Info.Sequence, () => wsb.CancelCustomAnimation(self));
}
protected override void TraitDisabled(Actor self)
{
wsb.CancelCustomAnimation(self);
}
}
}