Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types

This commit is contained in:
atlimit8
2015-08-03 16:07:33 -05:00
parent 6970959ef1
commit 09984683a7
115 changed files with 195 additions and 193 deletions

View File

@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
var anim = new Animation(init.World, image, () => 0);
anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
var bi = init.Actor.Traits.Get<BuildingInfo>();
var bi = init.Actor.TraitInfo<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512; // Additional 512 units move from center -> top of cell
yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
}
@@ -50,7 +50,7 @@ namespace OpenRA.Mods.Common.Traits
door.PlayFetchDirection(RenderSprites.NormalizeSequence(door, self.GetDamageState(), info.Sequence),
() => desiredFrame - door.CurrentFrame);
var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
var buildingInfo = self.Info.TraitInfo<BuildingInfo>();
var offset = FootprintUtils.CenterOffset(self.World, buildingInfo).Y + 512;
renderSprites.Add(new AnimationWithOffset(door, null, () => !buildComplete, offset));